Rage: FAQ/Walkthrough

﻿ RAGE
FAQ/Walkthrough for PS3
By SENIORBILL
Version 1.0 December 12, 2011
Copyright 2011 by William Poneta
E-mail: bilpon1@yahoo.com
TABLE OF CONTENTS Introduction
Weapons
Miscellaneous Combat, Health, etc. items
Vehicles/Vehicle combat/Upgrades/Equipment
Rage Walkthrough
//////////// Hager Settlement Missions: Quell the Bandit Threat
Wingstick Mastery
Medical Supplies
Where’s Juno
Radio Tower Repairs
Mutant Alert (Mission Acquired)
Mutant Alert (Mission Pursued)
The Missing Parts
Find the Buggy Parts
Debts Unpaid
Destroy the Barricade
Dan’s Message
Durar’s Challenge
//////////// Wellsprings Missions: Changing Clothes
Renting a Garage
Arming Your Buggy
Dusty 8 Time Trial
Sally’s Bounty
Feltrite Crater (Mission Acquired
Feltrite Crater (Mission Pursued)
Cuprino Needed
Dusty 8 Sponsorship (Mission Acquired)
Dusty 8 Sponsorship (Mission Pursued)
Miracle Cure (Mission Acquired)
Miracle Cure (Mission Pursued)
Mutant Bash TV
The Re-Run
Sponsored Event
Resupply The Watch Tower
Feltrite Sample (Mission Acquired.
Feltrite Sample (Mission Pursued)
Destroy The Bomb Catches (Mission Acquired)
Destroy The Bomb Caches (Mission pursued)
Stanley Express
Settler Postal
Bandit Postal
Northern Express
Defribillator Upgrade (Mission Acquired)
Defibrillator Upgrade (Mission Pursued)
Starky’s Challenge
The Wellmaster
Hijacked Well
Deadly Delivery
Secret Delivery
Liberate Captain Marshall
Recover The ID Drive (Mission Acquired)
Recover The ID Drive (Mission Pursued)
Lost Research Data (Mission Acquired)
Lost Research Data (Mission Pursued)
Wellspring’s Jobs Board
Missing Person (Mission Acquired)
Missing Person (Mission Pursued)
Caravan Cover
Mutant Menace
Stolen Merchandise (Mission Acquired)
Stolen Merchandise (Mission Pursued)
A Proposition (Transition to RC Prototype)
RC Prototype (Mission Acquired)
RC Prototype (Mission Pursued)
The Exchange
//////////// Subway Town Missions Subway Town
Gaining Influence
Foreman Jones
Brick’s Bounty
Comet Bloom (Mission Acquired)
Comet Bloom (Mission Pursued)
Mutant Expansion
Gearhead Vault
The Price of Power (Mission Acquired)
The Price of Power (Mission Pursued)
Starky’s Monarch
Ark Equipment
Ark Equipment
Abandoned Distillery
Assault on Authority Bridge
Capital Prime
Subway Town Jobs Board
Eviction Notice
Help Wanted
Bounty Hunter
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INTRODUCTION
Doomsday looms. In the not so distant future a city-size bolide, dubbed Apophis
by Earthlings, is about to conclude its journey of 4.6 billion years.
Accompanied by a halo of satellite rocks it passes the moon on a collision
course with Earth. Forewarned of the looming catastrophe, humanity has created a
system of Arks. The high tech capsules are designed to burrow deep into the
Earth with its crew in stasis and the knowledge accumulated during man’s reign
on Earth in its databanks. The Ark crews will be revived when conditions will
again allow humanity to survive on the surface.
The massive impact, however, hasn’t wiped out mankind! Still living among the
ruins are pockets of humans striving to survive and the accoutrements of former
times are plentiful-guns, ammo and vehicles. Marauding Bandits and hostile
Mutants haunt the devastated Wastelands, making staying alive a daily labor; and
those relics of former times-guns, ammo and vehicles-are vital in the struggle.
With no central government the power vacuum has been opted by a regime imposing
a domineering brand of martial law. Dubbed the Authority, it is at odds with a
growing resistance movement. Its callous experimentation has also produced the
Mutant hordes that haunt every corner of the Wastelands. As an Ark survivor you
will be recruited into the resistance.
/ / / / / / / / / / / / / / / TOOLS OF THE TRADE \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
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You can quick-equip four weapons in Rage; but at any time, you can pause the
game and equip any weapon in your inventory. The weapon arsenal isn’t large-only
eight total-but the different ammo types greatly expand the utility of these
weapons, making them more lethal as the game progresses. Ammo can be looted
during your travels, can be purchased at the vendors or can be manufactured
using purchased Engineering Schematics.
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Settler Pistol: Dan Hager gives you the Settler Pistol before your first
mission. This is initially a weak weapon but so are the initial foes. Before
firing your first shot, purchase the monocular from Halek Hager for $25 of your
original funds. The monocular is used as a scope and makes lethal headshots
possible with the rather weak pistol rounds.
Unlike many starting weapons the Settler Pistol does not remain the weak sister.
As the game progresses additional types of ammunition becomes available, making
the pistol a viable and useful weapon for the balance of the game.
Standard pistol ammo: Pistol ammo is plentiful in the game’s early stages. One
or two rounds to the head are fatal to the game’s early enemies. It can take as
many as four or five shots to the torso to do the job, but this is an effective
technique due to the weapons fast fire rate. The magazine also holds twelve
rounds. These rounds can be purchased from vendors. Pistol rounds are common
environmental pick-ups but they can also be purched-12 rounds for $5.
Killbursts: Each pull of the trigger fires the entire magazine, requiring a
reload after each shot. Obviously, to be effective, don’t miss your target with
Killbursts. These rounds can be purchased early on-6 rounds for $22.
Fat Boys: These rounds deliver twice the punch of a normal round. They are
available fairly early on and they are a huge upgrade over the standard ammo.
They can be purchased from vendors, costing $14 for 6 rounds.
Fat Mammas: These rounds must be built from an Engineering Schematic that can,
once offered, be purchased from the vendor. They pack more than twice the punch
of Fat Boys and make the Settler Pistol viable for the balance of the game. With
the monocular attached it is an excellent and deadly mid-range sniper. Once the
Fat Mammas Schematic is purchased, these rounds can be manufactured by combining
12 Fat Boys ($28) with one Explosive Pack ($20) to produce 6 Fat Mammas.
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Combat Shotgun: Rikter Outrigger rewards you with the Combat Shotgun early in
the game for completing a minor mission for him. Its standard Buckshot rounds
remain a viable killing option throughout the game. The original version has a
magazine of four and loads one shell at a time. One of your first large
expenditures should be the Shotgun Extender. It costs $250, but it is well worth
the cost. It doubles the magazine size and the clip can be loaded rapidly.
Buckshot: The Combat Shotguns standard Buckshot shell becomes your go to close
quarters option as soon as it is acquired early in the game. The standard
Buckshot shell remains a viable option throughout the game, remaining effective
even against tougher opponents although the more expensive Pop Rockets are the
better option once they become available. They are a rather common pick-up item
and can be purchased-eight shells for $12.
Pop Rockets: When Pop Rockets becomes available, you acquire the ability to kill
most non-elite armored foes with a single shot, turning them into a bloody pulp.
This will quickly become your close quarters one-shot killing tool. They can be
manufactured with a Schematic purchased from vendors and can occasionally be
looted from the environment. They require 16 Buckshot shells ($24) and an
Explosive Pack ($20) to fabricate eight Pop Rockets. Once available, these
should be in the shotgun’s magazine whenever facing tougher enemies. These
rounds, however, don’t make Buckshot obsolete-use Buckshot against Mutants and
lesser Bandits.
Pulse Rounds: In addition to the normal punch of the shotgun, Pulse rounds also
project a static charge that is best used against hi-tech electronic devices or
enemy shields. These play an important role in the battle with Gearhead Bandits
and with the Authority Enforcers. They can occasionally be looted from the
environment or can be purchased-$32 for eight Pulse shells.
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Assault Rifle: The Assault Rifle is the only weapon in the game that must be
purchased. It can be purchased early on but I don’t recommend buying it-at least
not early on. It can be helpful but the $275 that it will cost can be put to
better use-especially when your funds are building. The weapon has a rapid-fire
rate but its heavy recoil and lack of a scope makes it very inaccurate. This
flaw can be massively alleviated by purchasing both the AR Stabilizer and the AR
Concentrator. These add another $400 to its cost and the Authority Machinegun
will shortly be available for free. In short, I don’t recommend its purchase,
not because it isn’t a good weapon once upgraded, but the free one is superior
against armored enemies. You can, however, recoup its original purchase price
over the long run by selling its ammo, which is a common pick up-so once you are
well healed, indulge and try it out.
Steel AR rounds: The standard AR round is its primary munition. Good damage if
you can stay on target.
Feltrite AR rounds: These rounds are fortified with Feltrite from the Apophis
meteorite. They are much more effective against armored enemies than standard
rounds, but don’t approach the effectiveness of the AV2X rounds of the Authority
Machine Gun.
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Desert Striker Crossbow: Dan Hager gives you this fine weapon for the completion
of a mission. It has the ability to kill silently, making it the only stealth
weapon other that the Wingstick. While its original Steel-tipped Bolts are both
silent and powerful, it becomes an extremely powerful and useful weapon when
additional types of Bolts are acquired.
Steel-tipped Bolts: The origin bolts are powerful and silent killers, but not
being a stealth game, their usefulness is limited. That said they pack enough
punch to kill most unarmored Bandits with a single headshot.
Electro Bolts: These become available during the campaign in Wellsprings and in
addition to the punch of a Buckshot round they administer a stout static charge
capable of knocking out shields and electronics. They are infrequent pick-ups
but can be purchased from vendors-six Bolts for $36.
Dynamite Bolts: The Dynamite Bolts becomes available after the “Hijacked Well”
mission and add an explosive charge to the Steel-tipped Bolt. This makes this
Bolt one of the deadliest and useful weapons in the game. These are my personal
favorite-they aren’t only deadly but the animation of a skewered enemy adds a
bit of morbid humor to the game as the victim realizes his fate. You can use the
less expensive Dynamite Bolt to kill Elite enemies at less than half the cost of
Rockets. They can occasionally be looted and can be built from a purchased
Schematic. They require six Steel-tipped Bolts ($24) and an Explosive Pack ($20)
to fabricate six deadly Dynamite Bolts.
Mind Control Bolts: These are a specialty Bolt that is the experimental toy of a
researcher named Kvasir. These are essentially Dynamite Bolts that also induces
a semi-delirious state in its victim. During that state you can walk your victim
like a zombie and then detonate him on demand. He will detonate on his own if
you wait too long to do it yourself. They can be fabricated from a Schematic but
cost nearly $25 each-used sparingly, because of the cost, they are quite
effective. Kvasir gives you six of them during a mission to his lab.
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Sniper Rifle: Dan Hager gives you the Sniper Rifle prior to your entry into
Wellsprings. It is powerful and accurate at long range and its advent makes
sniping a huge part of the game. It will remain a staple from that point on. By
doing a “Jobs Board” mission in Wellsprings, you are rewarded an Auto-Loader,
making it semi-automatic. It has no special rounds-doesn’t need any. A single
shot to the head, two to those wearing armored helmets, will generally get the
job done.
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Authority Machine Gun: The Authority Machine Gun can be found in the Shrouded
Bunker at mid-game or you can spend $500 for it at a vendor. The scoped weapon
is superior to the Assault Rifle and its armor penetrating AV2X rounds are
useful against the tougher armored foes and Authority Enforcers.
Standard MG ammo: This is the standard MG round, effective against unarmored
foes.
Armor piercing AV2X rounds: These are the standard armored piercing MG rounds.
They are very effective against armored enemies like Gearheads and Enforcers.
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Rocket Launcher: The Rocket Launcher is acquired as part of a mission in the
Dead City. It is quite powerful and it is important if not vital in taking out
many of the Elite foes. The scope makes it very accurate.
Standard HE Rockets: These are the standard high explosive rounds. They can
occasionally be looted or can be bought, five rockets for $75.
Viper Rockets: These are designed to home in on vehicles. They are expensive at
five for $100.
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Authority Pulse Canon: This powerful Pulse revolving minigun is acquired for the
finale from Portman in the resistance Headquarters in Subway Town. It has a
massive 200 round magazine and is deadly against all comers. While not
indispensable to success in the final engagement it certainly makes it easier.
Standard Pulse Round: The standard round is powerful and armor piercing, killing
shielded, and un-shielded, enemies. Once the canon is acquired, its ammo can be
purchased at the vendor. It costs $150 for 100 rounds. During the final battle,
ammo is plentiful in the enemy stronghold.
BFP rounds: These rounds are extremely potent. The canon must be charged and the
energy released in a concussive blast. It shortfall is that charge-up time but
the payoff, if successfully performed, is deadly. BFG rounds cost $200 per
round-use the Rocket Launcher instead.
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/ / / / / / / / / / MISCELLANEOUS COMBAT, HEALTH, ETC ITEMS \ \ \ \ \ \ \ \ \ \
Rage has a large number of “quick use,” engineering, health and utility items
that can be purchased or are given as rewards for services rendered. Following
is a description of each. It isn’t necessary to purchase all of the Schematics
or to concoct all the formulas. That said, the walkthrough strongly advises that
most are. If you don’t upgrade your munitions-things like Fat Mammas, Pop
Rockets or Dynamite Bolts, you won’t survive. Purchasing both the Sentry Bot and
Sentry Turret, however, isn’t advised since they serve the same purpose. Extra
parts, say a turret barrel for a sentry Turret, can be sold to vendors for cash
and spare or obsolete ammo-say standard pistol rounds or Assault rifle ammo-when
you are no longer using them can be sold for cash.
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Defibrillator: (Automatically activated when required) The implanted
defibrillator is part of the Ark survivor’s anatomy. When he has taken near
fatal damage, he will be revived by it. The player will be given an interactive
screen allowing him to get a second wind, coming out healed. The device can even
administer a fatal charge to any nearby enemy. An upgrade can be acquired during
a story mission and another can alleviate its recharge time. However, the
recharge mission isn’t advised.
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Wingstick: (Quick-use offensive item) Your original Wingsticks are earned at the
start of the game in a throwing contest. The Wingstick performs like a
boomerang, frequently returning for re-use. It will generally kill unarmored
Bandits and Mutants and can even kill tougher ones by decapitation-just aim for
the neck. Their effectiveness declines against the toughest enemies as the game
progresses but two Advanced Wingsticks will generally still get the job done.
They can be purchased from the vendor-five for $25.
Advanced Wingstick: (Quick-use offensive item) The Advanced Wingstick can be
built from a Schematic and has the ability to attack multiple enemies. It also
doesn’t require as much accuracy on your part as the original.
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High Explosive Grenades: (Quick-use offensive item) The high explosive grenade
is available from the start of the game and is a potent weapon and remains a
sturdy component of your arsenal until the game’s end. To be effective you need
to “cook” the grenade so the intended recipient doesn’t run off, making it a
noisemaker. Simply hold the quick use button (L2) until the on-screen timer runs
down and then toss it.
Grenades can be looted from the environment or can be purchased from vendors.
They cost $25 for five grenades.
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Bandages: (Quick-use Health item) The Bandage is the game’s standard healing
item. Using a healing Bandage can heal any damage short of fatal. Janus gives
you the “recipe” for Healing Bandages early in the game. The components, Cloth
Rags ($4) and Antiseptic Formula, ($8) can be both looted or purchased. Bandages
can be purchased from a vendor. Each costs $15.
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Lock Grinder: (Utility item) You will frequently encounter rooms with
distinctive brass locks. These locked rooms can only be opened by using a Lock
Grinder to force an entry. The device is made of three components: The Hardware
Pack, ($20) The Electrical Wire Kit ($16) and Small Gears. ($36) These items are
frequent pick-ups and can also be purchased from vendors. It is ALWAYS, repeat
ALWAYS, a good idea to have one built or to have the components to do so.
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Armor (Health/Survival item: There are three armor upgrades available. The Light
Upgrade, ($250) The Medium Upgrade, ($500) and, you guessed it, The Heavy
Upgrade. ($750) Buy them all!
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Sentry Bot: (Quick-use offensive item) The Sentry Bot Schematic can be purchased
for $175 after entering Wellsprings. It is like your own personal “attack dog,”
aggressively attacking with guns and claws any enemy of yours. It lasts as long
as its battery is active and outlasts its counterpart the Sentry Turret by a
wide margin. It is constructed from five components all of which can be looted
and purchased. It requires an Ordnance Pack, ($12) Hardware Packet, ($20)
Electrical Wire Kit, ($16) Small Battery Pack, ($16) and a Nanotrite Conduit.
($22) Parts can oftentimes be salvaged for re-use.
Advanced Sentry Bot: (Quick-use offensive item) The Advanced Sentry Bot
Schematic can be purchased from Jani in Subway Town for $375 and you don’t have
to have purchased its predecessor to do so. It is more heavily armored making it
more survivable against the tougher foes it will face. It also uses the
identical components of the earlier Bot. Unlike its earlier incarnation, I
strongly advise purchasing this Bot-don’t leave home without your vicious little
attack dog. Parts can oftentimes be salvaged for re-use.
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Sentry Turret: (Quick-use offensive item) The Sentry Turret Schematic can be
purchased for $125 after entering Wellsprings. The Sentry Turret provides
sustained accurate firepower through its field of fire. It doesn’t have the
stamina of the Bot and can easily be dislodged or destroyed by the enemy. It
requires five components, which can be looted or purchased from vendors. It
requires an Ordnance Pack, ($12) Turret Barrel, ($18) Electrical Wire Kit, ($15)
Small Battery Pack, ($16) and a Nanotrite Conduit. ($22) parts can oftentimes be
salvaged after use.
Advanced Sentry Turret: (Quick-use offensive item) The Advanced Sentry Turret
can be purchased for $330 from Jani after entering Subway Town and you don’t
have to have purchased its predecessor to do so. It has a wider field of fire
and is better equipped to survive than its predecessor. It uses the same
components as the earlier version and it parts can be salvaged after use.
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Remote Control Bomb Car: (Quick-use offensive item) Sheriff Black gives you the
Schematic and components to construct your first RC Bomb Car. This quick-use
item can be deployed and controlled to its destination and exploded at will. It
can be boosted to approach hostiles for reconnaissance and mayhem, but they are
easily destroyed as well. They are constructed of common components: RC Car Kit,
($30) Explosive Pack, ($20) Small Battery Pack ($16) and a Nanotrite Conduit.
($22) All can be looted or purchased and RC Car remains can be scavenged for
parts.
Advanced Remote Control Bomb Car: (Quick-use offensive item) You earn the
Schematic for the Advanced RC Bomb Car by completing a mission for Phallinx
Hager. It is the same vehicle as the original but has a higher yield and also
emits a potent EMP blast.
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EMP Grenade: (Quick-use offensive item) The EMP Grenade Schematic is found in
the Authority Prison and will allow their fabrication. EMP Grenades are the most
effective way to take out Power Generators, Automated Turrets and enemy shields.
These can be purchased from vendors or constructed from these components:
Electrical Wire Kit, ($16) a Feltrite Power Pack ($12) and three High Explosive
Grenades.
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Adrenaline Overdrive: (Quick-use health enhancer) This is acquired from Ramos
Outrigger for completion of a minor mission. This injectable formula has the
ability to increase your maximum health for 60 seconds. It is concocted from
Bandages, ($15) A Night Blossom flower, ($35) and a Mutant Adrenal Gland. ($12)
This is of marginal use and the given components are probably better used to
raise cash.
Regenerative Infusion: (Quick-use health item) This is acquired from Dietrich in
Subway Town for completion of a mission to his Mutant infested distillery. This
concoction has the ability to increase your maximum health for 90 seconds. This
is 30 seconds better than Adrenaline Overdrive but the Night Blossom is better
used in the Apophis Infusion detailed below.
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Apophis Infusion: (Quick-use health item) You get the Apophis Infusion Recipe
from Richard in The Second Chance Bar. All you need to do is find a Night
Blossom for him in Crazy Joe’s Swamp. This injectable will increase your maximum
health permanently. You will need two Desert Spores, two Night Blossoms and a
Bandage. The Desert Spores must be harvested from the environment. Night
Blossoms can be found or can be bought later in the game for $35. This is a very
worthwhile item.
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Authority Augmenter: (Quick-use item) The Authority Augmenter Schematic can be
found on Portman’s counter prior to the final mission. Constructed of a
Nanotrite Conduit, ($44) a Feltrite Coupler, ($12) a Feltrite Power Pack, ($12)
and an Electrical wire Kit. ($16) It massively increases the output of your
weapons during the final battle for 45 seconds. Fabricating Augmenters is an
excellent way to enhance your firepower and at game’s end-what else are you
going to spend your cash on.
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/ / / / / / / / / VEHICLES/VEHICLE COMBAT/UPGRADES/EQUIPMENT \ \ \ \ \ \ \ \ \
The Wasteland’s roadways are hazardous to your health. Bandit tribes and, later
in the game, Authority Predators are on constant patrol and must be defeated or
avoided to reach your destinations. Rewards are offered for their destruction
and the barkeeps in both Wellsprings and Subway Town offer an additional bounty
for kills. These rewards and bounties can provide needed funds to purchase
munitions and other items necessary for success. You can’t even leave the two
main towns without a vehicle.
Vehicles:
Your first vehicle is a loaner from Dan Hager. It is an unarmed ATV Jetter,
which suffices in the un-patrolled territory near the Hager Settlement. It
teaches driving mechanics such as steering, braking and boosting and is
sufficient for transporting you to the early mission locations.
The Dune Buster will be your second vehicle. It is initially unarmed but is
tougher than the ATV. It will get you through Bandit Territory to Wellsprings.
The Dune Buster is fast, has good acceleration but has weak armor protection.
Once you reach Wellsprings, continuance of the game will acquire you to “arm” it
with Miniguns, a Rocket Launcher or both.
The Dune Buster will soon become obsolete when you must win a Cuprino in a road
race to once again continue the missions. This vehicle is more heavily armored
than the Dune buster and sports both miniguns and a Rocket Launcher. The Cuprino
is fast, but the heavy armor impedes both its acceleration and braking.
After reaching Subway Town, the Cuprino becomes obsolete when both tougher
Bandit vehicles and Authority Predators begin to haunt the roadways. You must
then win a Monarch in a road race or face prompt destruction on the roadways.
Performance is sacrificed for armor, making the Monarch less maneuverable and
slower to accelerate.
Vehicle upgrades and equipment:
All upgrades for all vehicles can only be purchased with Racing Certificates.
These Certificates can either be won on the racetrack or can be earned by
collecting the bounty offered for Bandit or Authority vehicle kills. Arming your
Dune Buster is mandatory-you can’t continue the game without doing so. Winning
at least ten Racing Certificates at the racetrack is required and only two races
are available to the novice racer.
Once you have armed your buggy, you can continue the game action or you can
continue racing to win additional Certificates to upgrade your vehicle. Keep in
mind that you will have the Dune Buster for only a brief time before you
graduate to the Cuprino, a more heavily armored vehicle; and Certificates spent
on the Dune Buster are spent on a vehicle good only for winning the races
offered for the Dune Buster.
Subsequent vehicles, the Cuprino and the Monarch are both won on the racetrack.
In addition to vehicle upgrades, you can purchase both ammunition and other
offensive, defensive and repair items from the vendors. Generally speaking
upgrading a vehicle’s engine, boost and tires serve you best on the racetrack
but can also help out in the Wasteland. For main game action only the Miniguns
or the Rocket Launcher are mandatory purchases but purchasing the Armor upgrades
are highly advised as well. All other upgrades help with the racing events more
than with the main game missions.
Suggested minimum upgrades:
Dune Buster:
Miniguns: Optional unless you want to pursue racing events. (10 RC)
Rocket Launcher: Purchase to continue main missions/racing events.(20 RC)
Evenflow Max Boost: Purchase if you want to pursue racing events. (25 RC)
V6 Thunder Engine: Purchase if you want to pursue racing events. (30 RC)
Cuprino:
Medium Armor: Purchase to continue main missions and racing. (15 RC)
Heavy Armor: Purchase to continue main missions and racing. (25 RC)
C3C Evenflow Max Boost: Purchase if you want to pursue racing. (30 RC)
V10 Cuprino: Purchase if you want to pursue racing. (45 RC)
Monarch:
Heavy Armor: Purchase for both main missions and for racing events. (30 RC)
Pure Flow Boost: Purchase for racing events. (45 RC)
Suggested equipment:
Rocket Launcher Homing Rockets: 8 Rockets for %40. (Standard vehicle killer)
Pulse Ammo: 6 rounds for $60. (Awesome munitions for the Monarch)
Shields: 3 Shields for $30. (Offers protection for a brief time.)
Armor Restore: 1 unit for $85. (Fully restores damage while in the field.)
Aftershocker: 2 for $45. (Can be useful when being tailed by enemy vehicles.)
Drop Mines: 5 for $25. (Can be useful when being tailed by enemy vehicles.)
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
/ / / / / / / / / / / / / / / RAGE WALKTHROUGH \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
This walkthrough is viable for all difficulty levels. With each level increase
the AI will be more elusive, more aggressive or passive as the situation
requires, but the biggest difference will be in your own vulnerability to
damage. The gameplay details are generally the same for all levels.
/ / / / / / / / / / / / Hager Settlement Missions: \ \ \ \ \ \ \ \ \ \ \ \
You revive from years of stasis, having been buried in the Ark for over a
century. There has been an external disruption and the Ark has surfaced. You are
brought out of stasis by the ships systems when Nanotrites are injected into
your body. The balance of the crew hasn’t been so lucky. They are all dead and
in deep decomposition. A long dead Presidents message airs as the capsule’s
hatch seal is released allowing you to exit.
Exit the Ark. A blaze of sunlight fades and you look out on a planet with the
vestiges of civilization all around and in disrepair. Move down off the
inclines, going left down the slope only to be rudely assaulted by a pair of
marauding Bandits. A stranger kills your attackers. Before moving his way,
ransack the two Bandit corpses for loot-this must become a habit if you are to
survive in this brutal new world.
Your savior is Dan Hager, the leader of a nearby settlement. As an Ark survivor
you are a wanted man. The Authority, whom you have obviously never heard of, has
a problem with all visitors from the past. As Dan drives past a group of Bandits
you are informed that the Wasteland is their stomping ground and they pretty
much rule there.
/ / / / / / / / / / / / QUELL THE BANDIT THREAT \ \ \ \ \ \ \ \ \ \ \ \
Supplied: $50, the Settler Pistol, ammo and a Bandage. Reward: A suit of Ark
Armor and $100.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
After you arrive at the Hager Settlement follow Dan into the building. He and
his people have their necks on the block because he has helped you, an Ark
survivor. He has not only killed Bandits but has also defied the Authority. He
has a plan, however, and needs you to help him out-go to the Bandit stronghold
and wipe em out-because dead men tell no tales. Accept Dan’s mission, QUELL THE
BANDIT THREAT and take the supplies on the table. You are also supplied with $50
to spend or hoard.
You now have a Settler Pistol, ammo and a single healing Bandage. Before
departing go to the back of the room and take the first “Collector Card: Dan”
from the nightstand. Exit and talk to Becky for a little insight into this
troubled new world and then snatch the “Collector Card: Grenade” from the nearby
barrel. Continue on and go left at the yellow barriers. Go to the far end of the
building. Take the “Collector Card: Loosum” from the pile of rocks.
Reverse course and head for the lovely lass, Loosum Hagar, standing on the
platform. She will offer you a lesson on the Wingstick and will offer you a
throwing contest. The Wingstick is a boomerang type device with a smart
targeting core. It kills silently and, like a boomerang, it will oftentimes
return for reuse. Accept her mission, WINGSTICK MASTERY.
/ / / / / / / / / / / / / / / WINGSTICK MASTERY \ \ \ \ \ \ \ \ \ \ \ \
Reward: Five Wingsticks upon successful completion and the ability to purchase
more from vendors.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
The throwing contest is straightforward. Get at least 10 points and you have a
new and very useful addition to your meager arsenal-the Wingstick. Once you ace
the contest, she is impressed with your skill and rewards you with five
Wingsticks. If you have the funds, the local vendor, Halek Hager, will be happy
to sell you more.
Move down the nearby incline to meet Halek Hager and to browse his merchandise.
He only has four items available at this time but his inventory will expand as
the game progresses. You have $50 plus the money collected from Dan’s victims
near the Ark. Make two purchases: buy the Monocular for $25-it is essentially a
scope for your Settler Pistol-and buy another five Wingsticks for $25. This is
all you can afford for now. During your stay in this area of the Wasteland,
Halek is the guy who will buy your extras and sell you goods.
The remaining residents of the settlement have insights but no jobs for you at
this time, so take the ATV from near Dan’s hangout and exit the tiny Hager
Settlement. Follow the white dotted route, shown on your minimap, out of the
settlement and continue north.
You won’t encounter any hostiles on this initial drive, so get the feel of the
ATV, steering, accelerating, braking and boosting to become familiar with its
driving mechanics. Note the hovering Authority Drone with the blue halo-if you
can make a jump and hit one, you will get several valuable items, but your ATV
hasn’t got the “mojo” to do it, but your future rides will.
When the drivable roadway ends, exit the vehicle and continue on foot along the
path and move across the hanging bridge. Enter the Ghost Hideout to eliminate
the Bandits that are a threat to Dan’s Settlement and to you, an Ark survivor.
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Note: At any time during the game you can save your progress. This is a good
time. You can also keep multiple saves-up to fifteen-which can be revisited by
selecting that file in the Load Menu.
On the lower left corner of your screen you have a quick use wheel. You have a
Bandage, which can totally heal any damage short of defibrillation, and your
Wingsticks. Select these items, and any that are acquired and slotted, by
touching the appropriate arrow key. Use L2 to use the item. When HE grenades are
acquired, hold L2 to “cook” the grenade and toss before the meter-center screen-
runs down.
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Once you are inside the Ghost Hideout, note that the handy dotted line is no
longer available. Once you are out of the open air, navigation is up to you.
Loot the corpse just past the circle of skulls and then turn right and pass
under the slats. Grab the bottles and the aerosol can that you can later sell to
Halek. Note the vending machines to the right-these have no money in them but
many do and it is definitely worth the effort to check them out when you come
across them.
Jump the crates and grab the pistol ammo and Bandages from the stand. Look
behind you and take the radio. Note the locked room with the shiny locking
mechanism. These locked rooms appear frequently and will require a Lock Grinder
to access-you will acquire this a bit later in the game. These rooms normally
contain loot and/or in some cases are required for access to areas to continue
missions.
You will hear menacing talk from a pair of Ghost Bandits in a gondola ahead. A
shot is fired. Use a Wingstick to kill the single charging enemy. The Bandit
won’t necessarily come straight at you. He will bob and weave. Wait until he is
closing to throw the Wingstick. Notice that if the weapon doesn’t hit an
obstruction it will frequently return to you or it can be retrieved from your
victim’s corpse. Loot the corpse. The plunder is usually a few dollars, pistol
rounds, or a little of both, and perhaps the Wingstick that killed him. This
will escalate to other items and larger quantities as the game progresses.
Loot the jumbled area for two aerosol cans, the Cloth Rags under the table and
the coffee cup and book on the rear counter. Continue on, passing under the red
and black skull banner. Kill the lone charging Ghost with a Wingstick and loot
his corpse. Take the Electrical Wire Kit from the cardboard box on the left side
of the passage. Just ahead, between the two torches, there is an object. Look up
and take the “Collector Card: Ghost Bonestick.”
Continue forward into daylight and take the bottle from near the iron sculpture.
There is a “Collector Card: Ghost Boss” under a table beyond the rubble on the
left side of the exit. Pass through the doorway beyond the makeshift fence. Take
out the Ghost Bandit that jumps down into the area ahead and charges.
Continue and when the statue appears, kill another charging Ghost Bandit with a
Wingstick.
Move toward the statue and during a cutscene you are seized by Ghost Bandits and
ordered to be taken to their kill room. Once there a Ghost executioner will
brutally stab you. You will then be introduced to the Defibrillator. Follow the
games on-screen prompts to operate it. When in your death throes this is
displayed allowing you to gain a second wind.
When you regain control your tormentor has been electrocuted and you are no
worst for wear. Loot his remains and interact with the green door opposite the
pile of corpses to exit the abattoir. Take the pistol ammo from the cabinet and
follow the corridor into the adjacent room and kill the Ghost with a Wingstick.
The open area beyond has four hostiles. Use the monocular-ed pistol to score
headshots for fast kills. It will usually require a pair of shots to the head or
several to the body to put them down. The rapid-fire rate of the pistol and the
high availability of pistol ammo oftentimes makes multiple, quick body shots the
best option at this stage of the game. Use a Wingstick on the Bandit that
charges.
Take the pistol rounds from the chair and loot the corpses. You will find
additional pistol rounds on a table in the lounge to the right. Move along the
low wall past the hovering balloons. A Ghost Bandit will jump from the level
above and charge as you approach the doorway near the red tank with the
graffiti.
Two Ghosts will defend the adjacent hallway and a third will charge. Take the
pistol rounds from the cabinet and the Bandages from the side room. Loot the
dead and move through the sitting room and along the circular hallway where
another pair of Ghosts will charge.
As the area opens up, take the grenades and pistol ammo on the counter. A Ghost
will charge and two more will target you from the debris just ahead. Equip a
high explosive grenade, locate the dug-in enemy ahead, press and hold L2 to
“cook” the grenade and when the little meter in the center of your screen is
halfway, toss the grenade. If you don’t cook a grenade the intended target will
scramble out of the blast radius and continue to fight. After looting the
corpses-if anything remains-check the nearby vending machines for money. Go
through the nearby doorway.
Take the pistol rounds from the table in the apartment and use a Wingstick to
kill the unsuspecting Ghost milling on the balcony near the exit. Target the two
Ghosts in the courtyard below the overlook with your pistol. Grab the bottles on
the cabinet and descend through the jumbled corridor. Take the grenades on the
table and two Ghosts will confront you in the hallway near the vending machine.
Cook a grenade and take them out.
Two more Ghosts have entered the courtyard beyond. Snipe them from cover,
ransack the vending machines and then loot the corpses. Make your way up the
short stairwells to the zip line. Look up to gain the interactive and take it
across the void and through the wall breach. Go down the stairwell and turn
right at the skulls to exit to the Wastelands.
Cross the bridge and board your ATV. The glowing mailbox nearby won’t be
relevant until later in the game, so ignore these for now. Follow the minimap’s
path back to the Hager Settlement and report to Dan. He gives you the suit of
armor he promised to cover your Ark suit and $100 for your exploit; but an
unknown band of Bandits have attacked the settlement. They didn’t take anything
so it appears they were just looking for blood. The small settlement sustained
injuries and they are critically short on medical supplies. Dan promises you
your own Dune Buster buggy if you can get to Rikter at the Outrigger Settlement
to the west and secure the needed medical supplies. Accept MEDICAL SUPPLIES from
Dan.
/ / / / / / / / / / / / / / MEDICAL SUPPLIES \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200 upon completion of the task.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Before departing the settlement, see Halek. Sell all the sellable objects to
raise cash. If you open your inventory “Sellable” objects are shown in the item
details. Buy some Wingsticks-carry at least fifteen. If you have used a lot of
Bandages or grenades, buy some and if you’re short on ammo-shame on you, you
wastrel!
Once again take the ATV and follow the minimap’s path to the nearby Outrigger
Settlement. The guard, Rourke, will tell you any friend of Dan’s is welcome but
don’t even think about making any trouble. Go up the stairs and Ramos will
direct you to Rikter, the man in charge. When Rikter blocks the way he will
direct you to Janus. He says he will have a proposition for you after you
conduct your business with her.
/ / / / / / / / WHERE’S JUNO and RADIO TOWER REPAIR \ \ \ \ \ \ \
Reward: (Where’s Juno) Janus’ Antiseptic Bandage Recipe and the components-two
Cloth Rags and one vial of Antiseptic Formula.
Reward: (Radio Tower Repair) The Combat Shotgun and Buckshot shells.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
The elderly Janus will need time to track down some of the items on your list
and she asks you to help out to return the favor. She asks you to find a missing
Outrigger named Juno. He has been absent for a few days and in this dangerous
land that doesn’t bode well. She will reward you for the task with her own
personal recipe for healing Bandages when you return. Accept WHERE’S JUNO from
Janus and take the “Collector Card: Janus” from her sofa before heading back to
see Rikter.
Rikter also has a proposition for you. The radio tower is not operating and he
wants you to check it out. He will give you a shotgun for your efforts if you
do. Accept RADIO TOWER REPAIR or the big boy won’t let you pass and the Combat
Shotgun will be a staple for the rest of the game.
These two new missions will now be pursued concurrently, so lay a path by
selecting WHERE’S JUNO. Take the ATV a short distance down the incline and stop
at the yellow pipes that are blocking the path on the left.
Move into the passage going up grade to an overlook of the ramshackle facility.
When the straightforward path opens up, you will hear the banter of two Bandits
in the circular chamber. With any luck you can Wingstick them both. There is a
small grotto at the base of the right stairwell where you can get some bottles
and the “Collector Card: Turret.”
When you approach the exit, two Bandits will scramble near the sandbags below.
Return to the circular chamber and use the Settler Pistol to eliminate them,
firing through the windows. Take note that one of them is wearing an armored
helmet, which can be shot off to expose his head. Continue along the minimap’s
path and take out the charging Bandit before going up to loot your victims
behind the sandbags. Note that looted corpses may now yield a few rounds of
Buckshot for the shotgun that will soon be yours.
Continue on the path, going up the hill between the crude barriers and into the
structure. Follow the corridor toward the waypoint and kill the Mutant
assaulting Juno’s corpse. Note that Mutants evaporate after death and aren’t
courteous enough to leave any loot-the bastards! Interact with Juno to complete
the first part the mission and RADIO TOWER REPAIR will become your active
mission, laying a new path.
Continue along the path and you will see a ladder ahead. Before going to it,
turn left into the alcove where you will find the “Collector Card: Rikter.” Move
up the ladder and interact with the control switch on the metal catwalk to
activate the radio tower’s auto-calibrator. Once again follow the path down the
metal walkways to a zipline that will get you across the void. Make your way
down the stairwells and turn right to get to your vehicle.
Return to the Outrigger Settlement and go up the stairs. Stop and talk to Ramos
Outrigger-he will give you the mission, MUTANT ALERT. With Juno gone he
can’t leave his post and he asks you to warn the nearby settlements about the
recent influx of Mutants. He simply needs you to fire off a fireworks cluster to
accomplish this. Accept the Mission.
Continue up the stairs to see Rikter. He will give you a Combat Shotgun for
getting the tower operational. It seems that he wasn’t aware of Mutants in this
sector and he is concerned. Continue up to see Janus. Give her the bad news
about Juno. This completes the mission, WHERE’S JUNO. She will give you the
promised Engineering Recipe for Bandages.
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Note: With Janus’ Engineering Recipe you can now concoct your own Bandages if
you have Cloth Rags and Antiseptic Formula in inventory. Just open the
engineering screen (Hit SELECT and R1 or L1 to get to Engineering, select the
Bandages Schematic and press “Build” with X or “Build All” with square. Note
that some of the Engineering Schematics you will acquire later will use
components that others also require so if you “Build All” you may exhaust a
component you may need for something else. Not so with Bandages-at least at this
stage of the game-“Build All” to maximize your supply.
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On your way down Rikter offers some advice. The surrounding area is swarming
with Bandit tribes who kill first and the heck with the questions. He says to
hurry back to Dan, but warning the locals for Ramos won’t take that long.
/ / / / / / / / / / / / / / / MUTANT ALERT \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and Ramos’ Adrenaline Overdrive Formula and its ingredients-one
Night Blossom and one Mutant Adrenal Gland.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Select MUTANT ALERT as your active mission. Before boarding the ATV go left at
the Outrigger Settlement gate and sprint down to the structure below. Grab the
double cluster of Feltrite Crystals on the metal grating-these and any others
you find can be sold for $25 each.
Get to your ATV and drive along the minimap’s path to the overlook. This is near
the Ghost Hideout where you “toured” earlier. Equip you new Combat Shotgun and
locate the launch tubes on the overlook. Interact with them to fire the
fireworks cluster to issue the alert. Admire the fireworks briefly but watch
your back. Three Mutants have taken note of your presence. Two will charge and a
third will hang back and toss projectiles at you. Use your new shotgun or
Wingsticks to handily wipe them out.
Select MEDICAL SUPPLIES and get to the Hager Settlement to deliver the supplies.
He is grateful and says to see Durar Hager in the garage about that buggy that
he promised you. You also have another $100 in your coffers. Find Durar in RAY’S
OASIS service station. It is just past Loosum’s hangout-you know where she is.
Durer can get the derelict buggy running but he hasn’t got the needed parts. He
needs you to see Johan at the Outrigger Settlement to see if he does. Accept THE
MISSING PARTS.
/ / / / / / / / / / / / / / THE MISSING PARTS \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: No reward is given. This allows transition to another mission.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Visit Halek at the store. Sell any sellables, including the Feltrite Crystals,
and spend a little cash on shotgun shells. Carry about forty-those buggy parts
won’t come so easy. The Assault Rifle is now for sale but I don’t recommend
buying it-your funds are short and it just isn’t worth the price at this point
of the game.
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Note: This Walkthrough suggests selling Feltrite Crystals for $25 each. This can
raise a lot of cash over the course of the game. There is a mission, FINDING
FELTRITE, that requires trading 25 Feltrite Crystals to Jacob in The Second
Chance Bar in Wellsprings to acquire a re-charging upgrade for your
Defribrillator-this is a marginal benefit. If you are using the device that
often, back off a bit to allow it to recharge and sell those Crystals-or don’t
sell em.’
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The minimap’s path will now take you back to the Outrigger Settlement. Go up the
stairwell to see Ramos and he will reward you with the Engineering Schematic and
the components to create Adrenaline Overdrive and $100 for giving that warning
about the Mutants. The particulars for this concoction can be viewed in
Engineering. Essentially it is a concoction that increases your health for 60
seconds. However, I don’t recommend building it-one of its ingredients, the
Night Blossom, can be put to better use later on.
/ / / / / / / / / / / / FIND THE BUGGY PARTS \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Lock Grinder Schematic and components: Electrical Wire Kit, Small
Gears and a Hardware Packet; Twelve Fatboy pistol rounds; the Dune Buster buggy
and the Tow Truck Radio.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Move down to see Johan Outrigger. The Bandits have raided the Outrigger
Settlement and Johan is mighty short on auto parts. You will have to venture
into their nearby stronghold at the old dam to get them. He gives you twelve
Fatboy cartridges for your Settler Pistol, the Lock Grinder Schematic and the
components to build one. Accept FIND THE BUGGY PARTS from Johan and note that
you aren’t required to return to Johan with the parts. Just take them to Durer
in the Hager Settlement once you procure them.
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Note: You now have alternate ammo for the Settler Pistol-Fatboys. These rounds
are much more potent than regular rounds. If you hold R2 the optional ammo types
are displayed on the left side of the screen. Use the left analog stick to make
your selection. Note that changing ammo types means a reload and the time varies
with the weapon. It can make a difference.
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Take the ATV and make the short drive to the north. Enter the narrow passage on
foot. As before just follow the path and you will find yourself looking down on
the sandbagged area you cleared earlier. Look through the windows and use your
pistol to eliminate the two Bandits stationed there. Don’t waste your Fatboys on
these regular guys; save them for a tougher foe later in the mission.
Continue along the minimap’s path and a Bandit will call out from near the “NO
ENTRY DAM PERSONNEL ONLY” sign below. Cook a grenade to take him out and go up
and loot the corpses near the sandbags. Move ahead through the conduit, turn
right and climb the ladder. Continue forward and a lone Bandit guards the entry
of the Wasted Garage where the minimap path ends. Kill him.
Enter the Wasted Garage and start looting-from here on out, I will generally
mention only collectibles or unusual items. The only way to proceed is through
the locked door. Go to your Engineering screen and “Build” a Lock Grinder with
the Engineering Schematic. Interact with the locked door and descend the
stairwell. Bandit chatter can be heard ahead.
Just around the corner you will meet resistance. Hit the first Bandit with a
Wingstick and continue the silent killing until your presence is noted. Hold
your ground at the entry to address the Bandit that charges you with a flaming
club. Peek around the corner and use the pistol to snipe the visible enemies.
After half a dozen or so go down, the others will retreat deeper into the area.
Ransack the place and the corpses and continue around going counterclockwise,
using the abundant clutter as cover to target the Bandits on the far side.
Take note of the energized door and the engine suspended in the fissure. Clear
the area beyond it if any of the Bandits have retreated that far. With the area
secured, pass through the doorway, go around the wall and take the “Alternator”
from the engine block. This will de-energize the exit door you passed earlier.
There is no outlet on this side so backtrack and go into the exit door that is
no longer electrified. Go down the stairs. Take out the Bandit ahead and this
will stir up the nest. Hold your ground in the narrow corridor but watch for
incoming grenades as you pick off the small group of four or five Bandits.
Before pressing forward through the open doorway on the left, loot the immediate
area and the corpses before going up the stairwell to the foyer. You will find
loot and the “Collector Card: Wasted Club.”
Go back down and use your Lock Grinder to access the locked room. Continue
around and use the ample cover to snipe the two or three remaining Bandits in
the adjacent room.
Continue forward and three more Bandits guard the next area. Two will stand off
and snipe and another will charge with a flaming club. Stay near the doorway to
deal with the charger and cook a grenade for the other two.
Advance through gloomy garage, loot the little storeroom and go down the stairs.
Another group of six or so infest the adjacent chambers. Target the Bandits
through the clutter and use a Wingstick on the charger. Continue around to
locate and kill the Bandits on the far side. Feed them a grenade or two to aid
your cause and ransack their cluttered living area.
The exit is via a narrow hallway, near the “SPEED LIMIT 25” sign, and two
Bandits lounging at a table drinking a beer will scramble and challenge your
passage as you advance. Watch for grenades coming your way as you take them out.
Remove the “Distributor Cap” from the car just ahead and back away. It will
trigger an explosion turning a Bandit into a flaming torch.
The explosion in their abode has riled up the local boys in the next room. Hold
your ground and snipe the small group of three or four Bandits through the
clutter. Move through the burning hallway to hunt down any survivors if
necessary. Exit the room via the restroom and move through the hole in its back
wall. This will take you to the bottom floor of the garage.
Take the ammo, which includes a dozen Fatboys from the counter. Equip your
pistol with the Fatboys to maximize the damage you will deal to the tougher than
normal opponent on tap.
Move around the tire rack, taking note of its location. Just ahead a Bandit
vehicle crashes and the “Top-Dog” Bandit will man its turret machinegun. Before
he can start firing, hit him in the face with several Fatboys and quickly move
behind the tire rack to avoid his deadly return fire.
After he stops firing a Bandit will quickly come at you. Use a Wingstick to kill
him. The gunner will then emit a roar and commence shooting again. When he stops
firing, quickly eliminate the approaching Bandit with a Wingstick so you don’t
have to switch weapons and then target the gunner, shooting at his exposed face
with Fatboys. The “Top Dog” has a health meter on the top right of your screen
so you can monitor his remaining health. A stream of Bandits will keep coming
until the gunner goes down. Kill any remaining Bandits and loot all the corpses.
Move around his wrecked vehicle via the hole in the wall on the left. Grab the
“Piston Assembly” from the toolbox and watch for a late arriving Bandit coming
through a side door ahead. Turn and take the “Collector Card: Wasted Turret”
from the box on the nearby wall.
Move toward the locked room and use a Lock Grinder to open it. If you have been
looting, you will have the necessary components. It contains four Feltrite
Crystals worth $100 and other loot. Exit via the open door just beyond the
storeroom and use the closed one beyond it. This takes you back to the
Wasteland.
Kill the two Bandits that are about to steal your ATV. You can get both of them
with Wingsticks if you are quick and accurate. Follow the minimap’s path back to
the Hager Settlement to get the parts to Durar. He will now repair your vehicle
whenever needed and he will give you a Tow Truck Radio, which you can use to
call for a tow if you are stranded in the Wasteland or if your vehicle is
immobile. This costs $150, so don’t use it unless you are stranded or your
vehicle is stuck.
DEBTS UNPAID automatically activates after you take the Tow Truck Radio. You can
now drive your new wheels out of the garage but you need to see Dan Hager to
complete the mission DEBTS UNPAID-and it is not only necessary but is a
profitable stop. Just make a big loop in and out of the Hager Settlement.
/ / / / / / / / DEBTS UNPAID DESTROY THE BARRICADE \ \ \ \ \ \ \
Reward: $100 and Dan gives you his Sniper Rifle.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Dan has another job. Bandits have blockaded the checkpoint south of the
settlement, cutting off access to the town of Wellspring. He gives you explosive
charges and his own Sniper Rifle to help you accomplish the task. Accept the
Sniper Rifle and the mission, DESTROY THE BARRICADE.
Stop at Haleks and sell your extras and stock up on ammo. Sell the Feltrite
Crystals, that’s what they are good for. Fatboys and Killbursts are now on sale
as well as sniper rounds. The Wingstick Schematic is also available and it is an
excellent buy at only $50 and you should now have ample funds-at least $700. I
don’t recommend purchasing the Assault Rifle-never will, in fact.
Take your rebuilt vehicle and travel a short distance from the settlement,
stopping at the isolated clump of boulders near the glowing Stanley Express
Mailbox. This is well before the demolished bridge overhead. This will keep you
and your buggy out of range of the turret gunners and the deadly rocket
launching Bandits at the blockade. There are seven Bandits occupying the upper
works of the structure at the blockade. Two have rocket launchers and the others
ranged weapons including turret machineguns. The safest way is to take then down
from a distance to avoid their rockets. That’s what the Sniper Rifle is for.
Move into the roadway, out of their effective range, to get a view of the
blockade-they will be oblivious to your presence. Locate and kill the two rocket
launcher Bandits on the center platform-one will come out after the first goes
down. Take out anyone else visible-usually one or two additional Bandits-on the
upper structure. Move forward to the cliff to locate additional targets and then
to the bridge support column on the left side of the approach to finish off the
defenders.
With all opposition down, sprint to the blockade and interact with the charges
on the tank to the left of the structure and then sprint out of the coming blast
radius. The explosion clears the blockage. Return to your vehicle and drive back
to see Dan Hager to complete the mission. Durer will throw you a driving
challenge as you return to the settlement.
Check with Dan and he will bid you adieu as he gives you a final mission. They
have been raided and isolated by the Bandits for too long and they are in dire
need of supplies from the nearby town. Your continued presence in the settlement
is also dangerous for them and for you because the Authority spies are
everywhere and Ark survivors are wanted men.
/ / / / / / / / / / / / / / / DAN’S MESSAGE \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The reward is given upon delivery of the supplies when you return to the
Hager settlement. Dan will give you his own Desert Striker Crossbow.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
He asks you to get a message to Mayor Clayton in Wellspring. Accept DAN’S
MESSAGE and he will remind you that you haven’t any guns on your buggy and you
will simply have to run the gauntlet of Bandit vehicles and sentry towers as you
drive to Wellspring. You also get to keep the Sniper Rifle.
/ / / / / / / / / / / / / DURAR’S TIME TRIAL \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The 2X Evenflow Boost for you buggy.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Durar has put together a time trial race-racing is big in the Wasteland-and he
will give you a boost upgrade if you can beat his record time. Accept DURAR’S
TIME TRIAL and, after the game load, you will find yourself at the starting
line.
The course is displayed for you before you begin the mission, and you have ample
time to beat Durar’s record. Try not to hit or get stuck on obstructions and
boost in the open stretches. Just brake and go through the blue marker column at
the far end of the course. The finish line is just outside the Hager Settlement.
Don’t slow down to try to enter the settlement’s gate.
With Durar suitably impressed, the Evenflow 2X Boost installed and your ammo
sufficient, get to your vehicle and head for Wellsprings with Dan’s message for
Mayor Clayton.
The minimap path will lead you through the formally blockaded pass and into
Bandit territory. Several Bandit vehicles and turret towers will challenge, so
avoid collisions and boost away from the enemy until you arrive at Wellsprings.
You won’t, however, be allowed into town until you speak to the sentry on the
left side of the large gate.
/ / / / / / / / / / / / / / / / WELLSPRINGS: \ \ \ \ \ \ \ \ \ \ \ \ \ \
Exchange your Ark Suit for one of three less conspicuous outfits each with a
perk: The Wastelander; (5% purchase discount) The Roughneck; (increases
toughness) The Fabricator. (enhances engineering skills)
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Make your way into the Mayor’s office and swipe the “Vault Head Bobblehead” from
his desk. Speak to the Mayor. He says it will take some time to get the needed
supplies together and he trusts you since Dan does, but you must lose that Ark
suit ASAP or the Authority will know of your presence and will bring big trouble
to his town. Accept CHANGING CLOTHES from the Mayor.
Exit his office and go into the narrow alley past Hunter. Go up the short
stairwell near the three loitering citizens and continue to the end of the walk.
Note the “Sheriff” sign near the long metal stairwell. Turn left and continue
straight ahead to the end of the street. You will find Outfitters on the right
side of the street. At the entrance Ginny will caution you about Ark survivors
and the Authority.
Enter the shop and Coffer will offer you three outfits. The “Wastelander” makes
you look like a local and store purchases, minus auto parts, are discounted 5%.
The Roughneck increases your protection and the Fabricator enhances your
engineering acumen. Take your pick-the benefits afforded by the Roughneck and
Fabricator options are marginal but the “Wastelanders” 5% discount is certainly
handy.
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Note: The prices given in this document are normal rather than the 5% discounted
prices given to the Wastelander.
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Coffer will now supply your ammo/item needs in Wellspring. Purchase the Light
Armor Upgrade for $250-this makes the Medium Armor Upgrade available, but don’t
exhaust your funds at this stage. Purchase the expensive but extremely valuable
Shotgun Extender upgrade for your Combat Shotgun for $250. This doubles its
magazine capacity and it will then load with a clip rather than with the
exceedingly slow one-shell-at-a-time method. Make sure you have enough ammo for
your weapons. Don’t purchase the expensive ($500) Authority Machine Gun; you
will soon have the opportunity to get one for free. New items and new Schematics
for Fat Mammas, Pop Rockets and the Sentry Turret are also available; but it is
premature to purchase them at this time. Offset some of your expenditures by
selling the “Vault Boy Bobble Head” for $150.
Exit Coffer’s store and take note of the “Job Board” across the street. The only
mission available on the “Job Board” is MISSING PERSON and it pays a
tidy $200-accept it, but at this point-your buggy isn’t armed so re-select
CHANGING CLOTHES. Return to Mayor Clayton’s office to complete the mission.
The Mayor will inform you that you need to see Mick at the garage across the
street from his office. You need to rent space for your vehicle-can’t let it
just set outside the town’s gate. Accept RENTING A GARAGE and the Mayor
says you need to see the Sheriff about Dan’s supplies after taking care of your
vehicle.
Exit the office, jump the rail and go across the street to Mick’s Garage. Mick
is a helpful fellow and gives you a good deal-your rent is covered if you let
him do any needed repairs and he will tow you if you radio him. He also points
out the exit to the Wasteland and gives you a hardy welcome to town.
Exit Mick’s Garage and go across the street and into the alleyway near the
Mayor’s office. Go up the short stairwell, turn left and go down the alley and
up the short stairwell by the milling citizens. Move ahead and go up the long
metal stairs to the Sheriff’s Office.
Sheriff Black informs you that he has the supplies Dan needs, but you need to
arm your buggy before he will entrust those supplies to you for the return trip
to the Hager Settlement. He says to go see Rusty at the racetrack to begin your
quest for the guns for your buggy. Accept ARMING YOUR BUGGY and when
you’re armed he will then release Dan’s supplies into your care.
Exit the Sheriffs office and go down the stairwell and then straight ahead. Go
left down the short stairwell and make a right on the main street. Rusty is
behind the counter but if you need guns for your buggy you can only purchase
them with Racing Certificates. See Jackie Weeks near the entry of the Wellspring
Speedway. He will send you to Slim in the raceway’s booth.
/ / / / / / / / / / / / / / DUSTY 8 TIME TRIAL \ \ \ \ \ \ \ \ \ \ \ \ \
Earning at least 10 Racing Certificates is required to satisfy the Sheriff’s
demand that you arm your buggy. This will allow you to purchase the Miniguns.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Accept the DUSTY 8 TIME TRIAL from the “Beginners Luck” list-only two races are
available to novices. You will be transported to the track and the course will
be displayed if you don’t hit “Accept” too quickly. You must beat the given time
to earn 15 racing certificates.
With a win, you have enough certificates to purchase the miniguns for ten
Certificates. This will allow you to continue with the supply mission; but
winning another race-or just finishing-will give you enough certificates for the
Rocket Launcher instead-I recommend this as a minimum-buy the miniguns as a
back-up-or not. The more races you win the more upgrades you can afford-your
choice but getting the Rocket Launcher is a must. Purchase an extra eight Homing
Rockets for $40 from Rusty-can’t ever have enough rockets. The Wasteland is full
of Bandit vehicles and hostile turret towers gunning for you.
Backtrack to the Sheriff’s Office and with the buggy armed, Sheriff Black
releases Dan’s Supplies allowing you to return to the Hager settlement: but
before departing the town make your way to The Second Chance Bar near Mick’s
Garage.
/ / / / / / / / / / / / / / / SALLY’S BOUNTY \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Sally generously offers a bounty of $10 and one Racing Certificate for
every Bandit Vehicle you can destroy. Just visit her in The Second Chance Bar to
collect after the kills. This also helps her liquor business.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
See Sally behind the bar. She gives you some advice and she wants you to destroy
Bandit vehicles in the Wasteland. She offers a reward for their destruction-its
good for her business and really good for your pocketbook. Both cash and Racing
Certificates are the bounty. She will pay $10 and one Racing Certificate for
each Bandit vehicle you kill. Gladly accept SALLY’S BOUNTY. You must kill Bandit
vehicles anyway, might as well be paid for it. You now have an armed buggy and
it will get you back to the Hager Settlement through Bandit Territory.
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Note: If you didn’t accept MISSING PERSONS mission at the “Jobs Board” earlier,
do so now. While these missions are all optional, many offer rewards and money
is always welcome.
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Head for Mick’s Garage and exit the garage by toggling to the Wasteland. Select
your Rocket Launcher. (Toggle R1 to change the vehicles weapon.) The minimap
path will take you back to the Hager Settlement and Bandits will be patrolling
the route. Do yourself a favor and line your vehicle up with the sentry tower
not far from town and ram it to remove the pesky threat.
After passing through the narrow canyon Bandit vehicles will attack. Just before
you will be informed “on screen” that you can earn a $75 reward if you make
three kills in the area. These lucrative rewards are in addition to Sally’s
bounty and can earn big cash if you complete them.
Vehicle weapons have a limited ability to track laterally, so try to align your
vehicle with the enemy vehicle. When you have a lock, a red icon appears above
them, use the Rocket Launcher to kill the three required for both the $75 cash
payment and for Sally’s bounty-her bounty will stay in effect during your tour
in Wellspring. Always remember to collect from Sally whenever you visit the bar.
Take out the Turret tower and there is another hovering Authority Drone nearby.
With this part of the Bandit territory secured, drive south of the jutting rock
formation and boost over it to pass through the Drone. The payment is an
Electrical Wire Kit, A Feltrite Coupler and a Hardware Packet. If purchased
these would cost $48.
Continue on to the Hager Settlement to get the supplies to Dan, completing the
mission. He will reward you with his own Desert Striker Crossbow. Take it from
the nearby wall. He also informs you that the Authority is snooping around,
having gotten wind of an Ark survivor and he recommends hotfooting it back to
Wellspring.
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Note: The Desert Striker Crossbow is a potent addition to your arsenal. Like the
Wingstick it is a silent killer. Crossbow Bolts are now available at the stores.
As the games progresses additional types of Crossbow Bolts will become
available.
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If you have taken extensive damage to your vehicle, get repairs from Durar.
Spend $24 to buy six Steel-tipped Bolts from Hager. Buy another eight Homing
Rockets for your vehicle’s Rocket Launcher as well. Bid adieu to the friendly
Hager Clan.
/ / / / / / / / / / / / / / / MISSING PERSONS \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Before starting back to Wellsprings, select MISSING PERSONS and turn right out
of the Hager Settlement and drive past that hovering Authority Drone. Turn
around, line up with it, boost up the rock ramp and pass through it for the free
gear.
Continue on the minimap path to a familiar destination-the Ghost Hideout. A $200
reward is being offered for information on the fate of a local citizen. It is
believed that the Ghost Clan has abducted him and the Ghost Hideout is where to
make the search.
Cross the bridge and enter the Ghost Hideout. The path is linear and should be a
familiar one. A Ghost Bandit patrol will be on the move and one of them will
likely spot and attack you near the locked room. Use a Lock Grinder to access
it. Inside there is a pair of Feltrite Crystals and the “Collector Card: Ghost
Pistol.”
Three additional Ghosts Bandits defend the open area beyond “The Rutherford.”
One will rush you while the others snipe from cover. They are easy pickins’ for
your Sniper Rifle or Desert Striker Crossbow.
Another pair of Ghosts will confront you near the spread-eagled unfortunate
hanging between the torches. Another pair will rush at you from beyond the iron
sculpture; and as you’re taking the Electrical Wire Kit, another will rush while
his sidekick snipes from around the corner. Approach the statue and rather than
you being seized by Bandits, you will find the corpse of the unfortunate
citizen-no surprise there. You are, however, $200 richer and your task is
complete.
Further progress is blocked, so reverse your inbound route. You will meet a
charging Ghost and another pair will snipe at you near the skull banner. One
last Bandit will rush you from just beyond. Exit to the Wasteland.
Start back to Wellsprings destroying the Bandit vehicles you will again
encounter along the way. Mick will inform you that both the Mayor and the
Sheriff need to speak to you. Go into the bar to collect from Sally and then get
to the Mayor’s Office.
Rumor has it that Bandits are mining Feltrite Crystals at a crater to the north
and he wants a sample so he can determine what devious plans they are
contriving. Accept his mission FELTRITE CRATER. He will inform you that
you will be in dangerous territory-really!
Once again go see Sheriff Black-he says your buggy just isn’t sufficient for
penetrating into the Northern Wastelands and he insists on your acquiring a
Cuprino. He suggests seeing Jackie Weeks at the track. He will tell you how to
get one. Accept CUPRINO NEEDED and head for the Wellspring Speedway.
Weeks informs you that winning a Cuprino will require you to get a sponsor. He
suggests that the promoter for Mutant Bash TV may be your man. Accept, DUSTY 8
SPONSORSHIP from Jackie Weeks. He will gives you some general directions
to the arena.
Go to Outfitters and sell your extras including the two Feltrite Crystals. Stock
up on Homing Rockets for your vehicle. You will need to carry at least 50
shotgun shells and 25 or more Wingsticks. The Sentry Bot Schematic costs $175
but requires another $86 in components per unit. Although you may have some of
the components in your inventory-the price is too high for any real advantage it
provides in the coming action. Purchase the Pop Rockets Schematic instead and
make sure you have at least one Explosive Pack so you can manufacture a batch.
If you haven’t got a Night Blossom in your inventory, go to The Second Chance
Bar to see Richard. He will be the glum ole fella’ sitting in the bar.
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NOTE: Stanley is now open for business. He operates “Stanley’s Express” and he
is located near the Sheriff’s stairwell. He has lost a few drivers lately and
needs new ones-must be quitting or dying. He will pay well for “on-time”
deliveries. When you accept a STANLEY EXPRESS job and complete the run on time
you will get cash. These are lucrative ventures and get progressively tougher as
they pay more. You can do these jobs whenever you want.
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Richard’s wife is ill and he is in desperate need of some Night Blossom to help
her out. He knows he wouldn’t last a minute in the Wastelands but he thinks you
can and he is willing to give you the formula for a concoction that will
permanently increase your maximum health. He has heard that it grows in Crazy
Joe’s Swamp. If you have a Night Blossom and want his mission, sell or concoct
an Adrenaline Overdrive dose before talking to him or you won’t receive the
mission, MIRACLE CURE.
/ / / / / / / / / / / / / DUSTY 8 SPONSORSHIP \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: A Sponsorship in the Dusty 8 Race. Mutant Bash pays a variable amount
based on your prowess, but the cash is large, more than doubling your funds.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ MUTANT BASH TV / / / / / / / / / / / / / /
With DUSTY 8 SPONSORSHIP selected, board your vehicle at Micks and drive the
minimap path, addressing the Wasted Territory Bandit vehicles along the way to
earn Sally’s bounty and the $100 reward offered for four vehicle kills in the
area.
With the Bandit patrols out of the picture take a minute to align your vehicle
with the Drone. Boost onto the rock ramp and keep boosting until you hit the
Drone for the free merchandise.
The entry to the sponsor’s arena is a giant clown’s head. Park and take a minute
to walk to the left of the entry to find a Desert Spore growing near the cliff.
Enter and talk to JK Stiles. He will sponsor you but he requires a contestant
for his TV show. If you accept and survive the events the sponsorship is yours.
Accept MUTANT BASH TV and you will be transported to the combat arena.
Enter the first bloodstained arena and step onto the central logo to get the
“show” on the road. There is a fresh batch of northern Muties in stock and they
will quickly come at you with melee clubs. In all there will be twenty Muties in
this initial contest. Use your Wingsticks and the Combat Shotgun to neutralize
the first wave. The action is then stepped up when four pillars arise. A Mutant
hurling fireballs is atop each pillar. Sprint to each column and shotgun them
from close in and then be prepared for a final wave of four Mutants to end the
round.
Make your way to the next arena and grab the ammo and supplies from the counters
before entering the lift. It will take you to the next battle. A spinning
gorilla must be avoided as you tackle the swarming Mutants, again with melee
weapons but some may also throw them at you. Get into the little alcove with the
barred doorway to stay out of the Gorilla’s path. This will keep the action in
front of you and the gorilla may help out by killing some of them. Once again
the Wingsticks and the shotgun are your best bet.
You are awarded a bonus. This consists of hitting the target to stop the
rotating wheels on the money not the skulls, under the time allowed-afterwards a
wave of Mutants will attack. Once again, employ the shotgun and Wingsticks on
them to successfully complete the round.
Exit and take the ammo and Bandages from the counter and move into “Shipwreck
Cove.” About a dozen Mutants will attack as a beam sweeps the floor and spikes
erupt. Keep moving to eliminate the Mutants and the spikes may make a kill or
two to aid your cause.
The final battle is against a giant Mutant. It will swing a melee weapon at you,
so circle away. It will also puke a stream of gunk to blind you. Hit him with a
volley of Pop Rockets and with Wingsticks to the throat. If you still have that
Adrenaline Overdrive, this is a good time to use it. When he falls the ordeal is
completed.
Take the exit passage, stopping to take the “Collector Card: Scoop Mutant” from
the cabinet on the way to the podium. Receive the cheers of the twisted crowd
and you have your required sponsorship.
JK Stiles gives you the sponsorship but offers big money prizes for an encore
performance. This is optional but it pays very well and money is always welcome
and needed in the Wasteland.
/ / / / / / / / / / / / / / / / THE RE-RUN \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: This re-run provides lucrative, variable cash prizes for another round
of mayhem in JK Stiles arena.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Accept THE RE-RUN if you want to continue and earn some big bucks-or not. The
ordeal mimics the first battle with an initial wave of swirling Mutants. The
four pillars arise with the fireballing Mutants and a final furious wave of
Mutants make twenty kills for the cash prize.
Grab the ammo after exiting-you will now have additional Pop Rockets for your
shotgun-the potent rounds will soon begin to play a big part in the action in
the Wastelands as the going gets tougher and tougher.
Take the lift and once again the swirling gorilla will tour. Get in your niche
and ten or so Mutants will surge toward you. The gorilla will nab a few; kill
the rest with Buckshot and Wingsticks.
The bonus round target game is followed by a large wave of melee Mutants.
Head for the next and final challenge, taking the supplies along the way, which
again has some Pop Rockets. This is the room with the spikes and features about
ten charging Mutants. Again some may meet their end on the spikes.
Head for the podium. The crowd cheers and you are JK Stiles favorite performer-
whoopee! You leave the eccentric Stiles Bash TV studio with the sponsorship and
a lot of cash, possibly quadrupling your funds.
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Exit to the Wasteland and be prepared for the ever-present Bandit patrols. Three
kills will earn the $125 reward and an additional bounty from Sally. Return to
Wellspring. Talk to Sally and then go see Jackie Weeks about racing for the
Cuprino.
/ / / / / / / / / / / / / / SPONSORED EVENT \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: A Cuprino for winning the sponsored race-a more survivable armored
vehicle necessary for continuance of the game.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Once again Jackie Weeks sends you to Slim. Select the “Sponsored Event” to race
for your Cuprino. You must finish first to win the Cuprino and there are three
other drivers. Bump others drivers off course and stay away from hitting
obstacles. Pick up boost canisters and boost whenever possible to win first.
Other races requiring the Cuprino are now available, but are optional but can
yield Racing Certificates to upgrade your vehicle.
Grab whatever upgrades and ammo you need from Rusty or Coffer at Outfitters. If
you have fifteen Racing Certificates, the Medium Cuprino Armor upgrade is
definitely worthwhile. See Rusty to stock up on Homing Rockets and Shields for
your new Cuprino. Carrying an Armor Restore ($85) is highly recommended. If your
vehicle is on the verge of destruction or if your damage is about %70, it is
cheaper to use it instead of having it repaired at the garage.
Go to Outfitters to stock up on ammo and Wingsticks. Your earnings as a TV star
have your coffers well healed. Purchase the Medium Armor Upgrade for %500. If
you have purchased or favor the Assault Rifle, both the AR Stabilizer and the AR
Concentrator will make the weapon considerably better; but at $200 each they
aren’t a prudent buy when you will be able to acquire the Authority Machine Gun,
a better weapon, for free in a coming mission. Purchase the Fat Mammas Schematic
for $200 and fashion a batch or two from the Engineering screen using an
Explosive Pack and 12 Fatboys to manufacture 6 potent Fat Mammas for your
Settler Pistol.
After departing Outfitters, check out the “Jobs Board” across the street. There
are missions available. They are optional missions but some yield lucrative
rewards that can greatly aid your cause or fatten your wallet. Listed missions
can be done anytime during your stay in Wellspring.
Check the “Job Board.” Two missions are available: MUTANT MENACE and STOLEN
MERCHANDISE. Select MUTANT MENACE and you will be transported to the mission
site.
/ / / / / / / / / / / / / / / MUTANT MENACE \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200 and an Auto-Loader for the Sniper Rifle making it semi-automatic.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
The Mutants are destroying the town’s water lines. Your skills as a sniper are
needed to protect the repairman and his bodyguard from the Mutants as repairs
are being made. You will find yourself on an overlook and a Mutant is wreaking
havoc on the piping. Kill the destructive fiend and two of his buddies will
scurry away to your right. The bodyguard and repairman will appear to start the
repairs.
Their health meters appear in upper right of the screen. Three Mutants will
charge the repair crew. Zoom in with the Sniper Rifle to take them out. The
guard will dish out damage to the Mutants but he will also take it from their
melee weapons. Don’t let them absorb too much damage. When the guard turns to
the right he is facing the next wave. Four Mutants will attack from the right.
Knock them out as quickly as possible. All the while the repairman is working.
Now watch for another pair from dead ahead and then four more from the right.
When they go down, the two below will move to the right to begin another repair.
Four more Mutants will attack from the right but two will also come up to your
position. Hit them with Wingsticks and help finish off the mutants below so the
two can get back to safety completing the mission. You will receive an Auto-
Loader for the Sniper Rifle and $200 for your efforts.
/ / / / / / / / / / / / / / / / CARAVAN COVER \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
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Make your way back to the “Job Board” and select, CARAVAN COVER and you will be
transported to that mission site.
Sniper cover is again required. A supply caravan is headed for the settlement at
Gun Barrel and the most dangerous part of the trip is getting away from town.
From an overlook, you will see the caravan coming from the right. Their health
meters are again on the upper right side of your screen. Bandits will arrive in
two vehicles and they will begin the assault. Help kill them and the caravan
will swing by below and again be attacked. Help eliminate the Bandits that block
their way and watch for a sniper on the bridge above them. They will also deploy
a few Remote Control Bomb Cars, which usually blow up on their own; target them
anyway to be sure. When the caravan again moves the mission is completed and you
are $200 richer for the effort.
/ / / / / RESUPPLY THE WATCH TOWER and FELTRITE CRATER \ \ \ \ \
Reward: (Feltrite Crater) $200. Reward: (RESSUPLY THE WATCH TOWER) $175.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Having won the Cuprino, go see Sheriff Black in his office. The northern
watchtower is in dire need of re-supply and with your new vehicle the Sheriff
offers you the mission RESUPPLY THE WATCH TOWER. Accept it and get to Mick’s
garage for your new wheels.
You now have two missions to the north of town-one for the Mayor and one for the
Sheriff. They will be pursued on your next venture into the Wasteland. You also
have MIRACLE CURE and it will be pursued during this foray.
Select FELTRITE CRATER to lay a path north and drive out of town in your
Cuprino. There are two Authority Drone jumps along the route. Just start up the
rock ramp and boost through the first Drone. You will be on a rock shelf just
beyond it. Exit your vehicle and pick the Desert Spore near the Stanley Express
mailbox. The next Drone jump is just ahead. Jump it the same way and if you’re
lucky you will crash into the sentry tower, taking it down as well.
You will encounter a Remote Control Bomb Car beyond that second jump. Boost past
it and you will then encounter Scorcher Clan Bandit vehicles when the Dead City
looms ahead near the highway ramps. Take out the three Scorcher Bandit vehicles
for the bounty and the $100 reward. Follow the minimap’s path onto the highway
and into the canyon beyond, taking out the turret tower by ramming it as you
exit the tunnel. This tactic does little damage to your Cuprino and saves on
Rockets. Farther along there is another turret tower to knock down and likely
another Bandit vehicle to kill.
Stop well short of the waypoint and use your Sniper Rifle on the two Bandit
sentries cowering behind the sandbags. As you mount the platform a couple of
Bandits will appear atop the Structure. Kill them-Wingsticks can be quite
effective-and loot the corpses if accessible and then ransack the area for small
objects. Don’t miss the “Collector Card: Shrouded Minigun” in the dark interior
of the cargo container.
Move onto the drilling platform and interact with the lever to reveal the
Feltrite core sample. Take it from the drill assembly. An additional hostile
will then attack you from atop the structure.
Swap to RESUPPLY THE WATCH TOWER and drive the minimap path through the canyon
back into Scorcher Territory and onto the highway, killing the hostile vehicles
on your route to the isolated Northern Watch Tower. Speak to Curtis to complete
the delivery and then go behind the tower and pick the Desert Spore growing near
the structure.
/ / / / / / / / / / / / / / / / MIRACLE CURE \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Richard’s Apophis Infusion Recipe and its ingredients: One Bandage, two
Desert Spores and two Night Blossoms.
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Select MIRACLE CURE and start the long dangerous drive first through Scorcher
Territory and then into Wasted Territory to Crazy Joe’s Swamp to obtain the
Night Blossom for poor Richard’s wife. Visit with Crazy Joe and he will prattle
about the strange plants caused by the “Big Bang.” Swipe his “Collector Card:
Crazy Joe” and head into the swamp.
Crazy Joe has some insights into the Mutant problem, saying that people believe
the space rock started the mutations in ordinary people; but, who knows, the
Authority probably has its hands dirty in the affair.
Take the water purifier and the Bandages near the dock. Start into the water.
There are five Night Blossom flowers in the swamp but only two or sometimes
three are living-which is live, which isn’t and how many seems random. There is
a Night Blossom just behind the shack and another farther down near the bank.
Check the bank across the river for another one among the tall grass. Farther
along there is another near a small boulder beyond the water and another farther
back near the shallow depression. Continue in the ravine and go down into the
dry depression to find two more Desert Spores.
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Note: If you return to Crazy Joe’s Swamp later in the action, a Night Blossom or
two will have flowered again. This is one of the ingredients of the maximum
health extending formula, the Apophis Infusion recipe. Night Blossoms can also
be sold for $35 each.
Brave the Bandit vehicles on your way back to Wellsprings. Go to The Last Chance
Bar to see Sally for the bounty and then talk to Richard. He will give you the
formula for the Apophis Infusion. You will have to go to Engineering to create
the serum-you may have enough for two-and then place it in a quick use slot.
When possible, inject it to extend you maximum health.
Take the Feltrite core to Mayor Clayton and he will give you the mission,
FELTRITE SAMPLE and $200 for acquiring the sample. He wants you to take
the Feltrite to old man Kvasir so he can analyze it-what are those Bandits up to
now? Accept the mission and start for the Sheriff’s Office.
/ / / / / / / / / / / / DESTROY THE BOMB CATCHES \ \ \ \ \ \ \ \ \ \ \ \
Equipment provided: RC Bomb Car Schematic and components: 3 RC Kits; two
Nanotrite Conduits, two Explosive Packs and two Small Battery Packs. Reward upon
completion, $225.
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Turn in the watchtower supply mission to Sheriff Black and he will offer another
mission. The Shrouded Clan is making remote control cars into moving bombs-you
have encountered them-and he wants you to destroy their production line. Accept
DESTROY THE BOMB CACHES from the Sheriff. In addition to the $175
dollars for your last endeavor he also gives you the RC Bomb Car Schematic and
the components to use against the Shrouded Clan Bandits.
/ / / / / / / / / / / / / / Stanley Express \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Rewards: $100, $150 and $200.
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Before pursing any more main missions see Stanley in the cubicle under the
Sheriff’s Office’s stairwell. He has three deliveries: SETTLER POSTAL paying
$100, BANDIT POSTAL paying $150 and NORTHERN EXPRESS paying $250. Select SETTLER
POSTAL and he will be happy to pay if you can deliver on time. He calls his
delivery service The Stanley Express. You will be using one of Stanley’s armed
delivery vehicles.
SETTLER POSTAL: There are three stops and naturally your passage won’t be
without opposition. Just follow the path and make contact with each of the three
red columns at the mailboxes to earn $100.
BANDIT POSTAL: There are four stops on this route and you will need to
boost and not get delayed by Bandit Vehicles. Some of the boxes are quite far
apart so hit it. Four on-time deliveries pay $150.
NORTHERN EXPRESS: This route features six stops and starts with a
difficult jump and the delivery route takes you from one end of the map to the
other. The entire route is challenged and the only good thing is the money and
the fact that a checkpoint permits a restart without losing your previous
winnings. Successfully make six on-time deliveries and you earn $200.
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Go to Outfitters and sell your extras to Coffer and stock up. Your pockets
should be bulging, especially if you have completed the Stanley Express
deliveries. If you didn’t do so earlier, purchase The Medium Armor Upgrade and
both the Fat Mammas and Pop Rockets Schematics. For them to do you much good you
will need sufficient Explosive Packs, Buckshot and Fat Boys to fabricate the
more potent ammo. Make sure you have at least one Lock Grinder. If not, purchase
the fixins’ that you don’t have-you will require an Electrical Wire Kit, a
Hardware Packet and Small Gears-don’t leave Wellsprings without at least one
Lock Grinder! Carry plenty of ammo and Wingsticks-don’t be caught short, it
won’t go to waste.
/ / / / / / / / / / / DESTROY THE BOMB CATCHES \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $225. Equipment given: RC Bomb Car Schematic and components: RC Bomb Car
Kits, two Nanotrite Conduits, two Small battery packs and two Explosive Packs.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
You can now pursue both the Mayor’s and the Sheriff’s missions to the north.
Select DESTROY THE BOMB CACHES and exit Wellspring. Exit your vehicle and take
the Desert Spore on the right side of the city gate. Take a minute to inject the
Apophis Infusion formula you earned by helping Richard. It will increase your
maximum health permanently; so, feelin’ better, get into your Cuprino and head
for the Shrouded Clan’s abode. Stop just short of the waypoint and hustle toward
the Bunker, shot gunning the first pesky Remote Control Bomb Car coming out of
the Clan’s den.
Enter the Shrouded Clan’s stronghold before additional cars emerge and
cautiously move up the long corridor. Begin by dropping the first of the five
Bandits in the open area ahead. This will alert the others and they will send
three RC Bomb Cars your way. Backpedal if necessary and shotgun them before they
can get too close. Continue sniping from the entryway; and, when the carnage is
completed, loot the corpses. Grab any cars and car parts that have survived the
scuffle. Take the “Collector Card: RC Bomb Car” from the raised platform and
take note of the square opening near the red light near it. Open Engineering and
build your own RC Bomb Car and assign the option to a quick-use slot.
Deploy the RC Bomb Car into that square opening near the red light and pilot it
to the right near the flammable canisters. Explode the car to destroy the
storage units. Through the flaming breach you will now see two Bandits coming up
the lift to investigate the explosion. Snipe the Bandits and get onto the big
circular lift. Interact with the actuator to get it traveling down.
Move off the lift and stealthily turn right and check the corridor. Use a
Wingstick or a Steel-tipped Bolt to silently kill the Bandit in the corridor. As
you turn left, snipe the Bandits ahead using the corner for cover. Both the
Sniper Rifle and the Settler Pistol firing Fat Mammas should be your best
resource. Continue to snipe the remaining Bandits and have your Wingsticks
quick-equipped for those bold enough to charge your position.
Several Bandits in this large group of about eight will retreat to the adjacent
area. Advance cautiously, clear any that linger and then loot the corpses and
the storage area. Be sure to locate the “Collector Card: Shrouded AR” in the
corner on the storage rack.
Continue further into the stronghold and peek around the corner to eliminate the
remaining Bandits-usually two-that will try to ambush you in the adjacent
corridor. Work your way through the passage and don’t miss the storeroom on your
right. Use a Lock Grinder to open the locked storage room on the right. This
room is a treasure trove with ammo, Bandages, small objects, grenades and an
Authority Machine Gun, which vendors sell for $500.
Move ahead and take the items from the raised platform on the left and move into
the open pipe near the Bandages. After exiting you will hear voices and you will
encounter three Bandits in the open area to the left. With care you can
Wingstick one or two before they know you’re even there. Mop up-try the scoped
Authority Machine Gun out-and loot the chamber for car parts. You will hear
alerted Bandits ranting below your position.
Take note of the door on the left with the blue screen-it requires a key card.
Go down the short metal ramp near it and eliminate the two Bandits sentries in
the corridor. Move forward into the corridor and quickly enter the alcove on the
right to acquire the Key Card and many other useful items. Retrace your route to
get back up to the chamber with the door with the blue screen. If you’re spotted
just leave the enemy in your wake.
Before using the Key Card on the doorway with the blue locking mechanism, go to
the far side of the room and take the “Collector Card: Shrouded Heavy” from the
large pipe. Use the Key Card on the doorway and you will find yourself on a
balcony above another large assembly area. Grab the loot and the bottles as you
snipe the five defenders below. Watch for incoming grenades but they will
frequently fall short killing their own and demolishing your loot. Once the area
below is secured, thoroughly loot it. There are numerous RC Cars, several
Explosive Packs and other useful items. An unseen Bandit will continuously taut
you as you steal their stuff.
Locate the glowing red light under the circular stairwell where you descended
and deploy another RC Bomb Car into the square opening. Pilot it to the next
flammable cache and explode it. Head into the fissure created by the explosion
and six Bandits will have returned to the area just ahead. A couple of them will
be on the upper deck and one will retreat into the side passage. Snipe them from
the flaming wreckage and then ransack the room.
Move through the circular doorway with the flashing red lights. Turn right and
go up the ramp. Three Bandits defend the area. Use the head of the ramp to
ambush them and move into the room to finish the job, using the available cover.
Start toward the corridor with the red-bordered door. Three Bandits will come
through it. Use the entry corner to snipe them and watch for one or two moving
in on you. Have a Wingstick handy.
Go through the red-bordered door, turn right and kill the Bandit near the ramp.
About eight Bandits will filter into the chamber to obstruct your passage. Stay
near the top of the short ramp to thin the enemy and have a Wingstick or the
shotgun shooting Pop Rockets handy for the bold one that comes calling.
A Bandit will be manning a turret weapon above the circular threshold. When all
visible targets are down, move in behind the metal plate on the railing ahead.
From there you can get a bead on this guy and he can’t target you. Continue
sniping into the large chamber from behind the metal plate until the chamber is
secured.
When the door on the far side opens, an armored Elite Shrouded Clan Bandit with
a minigun will come through the doorway with two other regular Bandits. Stay
near cover and toss a few grenades in his path to soften him up. Use Fat Mammas
and Pop Rockets to put him and his entourage down. Ransack the area.
Move ahead and as you start down the ramp, another armored Elite Bandit with two
sidekicks will stomp toward you. Back off and take cover in the previous
chamber. As the big guy approaches hit him with several grenades and then finish
him with Fat Mammas or Pop Rockets.
Secure the chamber by killing his sidekicks. Loot the corpses and locate the
floor opening with the glowing red light. Deploy a RC Bomb Car and pilot it to
the flammable tanks and detonate it.
Hustle through the burning wreckage. Get onto the lift and start up. Explosions
are rocking the place and the Shrouded Clan is trying to escape to the surface
by going up the ramps. They aren’t paying much attention to you so shoot only
when necessary. Use the scant cover provided by the metal crates to avoid their
attention. When the lift arrives, get off immediately. Sprint around the
walkway, blasting any Bandit in your path with Pop Rockets. Keep moving, heal if
necessary, and hustle to the exit because more Bandits will be making it to the
top of the Bunker. Killing them is secondary to escape. Enter the Wasteland for
some peace.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Select FELTRITE SAMPLE to lay a path. If the sentry tower is still intact
to the south, snipe its gunner or ram it so it doesn’t target you when you
travel the area. Get into your vehicle. As you head north run up onto the ramp
and ram the sentry tower near the overpass.
Once again Bandit vehicles will confront you and a five kill, $125 reward round
will be active. The approach to Kvasir’s abode is under the elevated roadway. As
you approach it ram the sentry tower under the roadway and then one just beyond
the lab’s entry.
/ / / / / / / / / / / / / DEFIBRILLATOR UPGRADE \ \ \ \ \ \ \ \ \ \ \
Mission acquired at Kvasir’s lab.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /
Grab the “Collector Card: Sentry Bot” from the base of the rock ledge to the
left of the Lab’s entry and find the Desert Spore not far from the Stanley
Express mailbox. Use the call station to contact Kvasir who will swing an entry
bridge contraption into place. Cross it and interact with the lift’s control
station to get to Kvasir’s Laboratory.
Move forward and place the Feltrite sample on the counter. The mechanical arms
will tussle for it. He is very interested and will need to run tests on it,
which could take a while. You are also interesting. He examines you and detects
the Nanotrites coursing inside you-secrets, secrets-and he hasn’t seen an Ark
survivor in a long time. He warns you of the Authority and advises you of a
resistance movement-he seems quite sympathetic to the movement.
He maintains that you need a better defibrillator if long-term survival is in
your cards. He wants you to go to hospital in the Dead City to get one. He
offers the mission, DEFIBRILLATOR UPGRADE and warns you of the danger you will
find there. He once worked in the hospital before the Authority sanctioned
abominations-horrors were housed there. He advises you that you must access the
city via the sewer system to find your way into the hospital.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
You must now be low on ammo and going to the Dead City with low supplies is a
death warrant. Start back to Wellsprings to re-supply. Select SALLY’S BOUNTY to
lay a path and battle the Scorcher Bandit’s for another reward as you make your
way back to town.
Stop by the Second Chance Bar to collect from Sally and then make your way to
the Sheriff’s Office to collect the $225 for the foray into the Shrouded Clan’s
abode.
Make your way to see Coffer at the Outfitters supply house. Your foray into the
Dead City will be a perilous one. Take plenty of Wingsticks, Buckshot, Grenades
and the components for the more potent ammo types. Take a couple of Lock
Grinders and if you’re low on Bandages, cough up a few bucks for some. Don’t
forget Homing Rockets and Shields for your Cuprino.
/ / / / / / / / / / / / / / STARKY’S CHALLENGE \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Magnum Grill, good for ramming.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Stop by the Wellspring Speedway and accept STARKY’S CHALLENGE from the cocky
gent. If you beat him he will give you the “Magnum Grill” for your Cuprino. Good
for rammin’ bandits but it isn’t a must. It’s just nice to hear him moan and
groan when you kick his arrogant butt.
Starky’s larger vehicle isn’t as maneuverable or as fast yours, so just don’t
get hung up on the walls or get rammed too often and he is easily beaten, though
he doesn’t take the news so well.
/ / / / / / / / / / / / / / DEFIBRILLATOR UPGRADE \ \ \ \ \ \ \ \ \ \ \ \
Reward: An upgraded defibrillator doubling your resurrection power.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Get to Mick’s Garage and start for the Dead City. Once again gain Sally’s bounty
by killing Bandit vehicles. Park when the path isn’t drivable and walk the
drainage area under the highway structure and into the sewer pipe to enter the
Dead City Streets.
As you emerge into daylight three Mutants are seen feeding on a corpse-take them
out. Continue along the fractured street killing another four or five Mutants as
big footfalls shake the highway above. When your way is blocked, enter the door
on the left, take the ammo and go up the stairs.
Move through the collapsed masses of concrete into daylight. You will get a
brief glimpse of a truly colossal Mutant. As you move ahead the cackling of
Mutants is heard and half a dozen Mutants will filter into the plaza, attacking
from the structures ahead. Wingsticks work particularly well against them in
this open area. Something big then emerges farther ahead, exploding through a
wall.
The Giant Mutant is toting a mortar-like rocket launcher. He won’t come close so
stand off and snipe. Any potent ranged weapon can do the job. The scoped
Authority Machine Gun, targeting his head between his rocket volleys is a good
tactic and will save both sniper and Fat Mamma ammo. Ten or twelve Wingsticks to
the throat will also do the job. Just move back and forth to avoid his volleys
and nibble away and he will drop with very little danger to you.
Start across the crumbling plaza and kill the two or three additional Mutants
that jump from the structures ahead. Enter the demolished structure on the far
left side and climb the four flights of stairs. As you turn up the ramp a
gigantic hand will take a swipe at you. Don’t worry about him for now. Keep
going.
Continue into a room with loot; but, when the entry is suddenly blocked behind
you, there is no way out. Move into the adjacent room and the gurgling of
Mutants precede an attack by eight snarling fiends. They will crash through the
boarded over windows and come up through the floor. The last of the vile
creatures will linger outside the room and will have to be shot through the
slats to allow an exit. Have the shotgun loaded with Buckshot for this
onslaught.
When the Mutants go down, exit via the newly exposed crack in the wall where the
door has fallen away. Descend through the rubble and a pair of Mutants will
fling fireballs from the balconies far ahead. Sniper them and as you proceed
three Mutants will emerge from either the drainage pipe or the rubble.
Move into the tall structure and loot the site including the dead-ended
stairwells before going down the inclined pavement into the Plaza. A wave of
three Mutants will precede the emergence of another Giant Mutant. Unlike your
last encounter, this Giant will pursue you around the plaza, using melee tactics
and slinging goo to momentarily blind you. Additional regular mutants will drift
out of the rubble to disrupt this skirmish. Concentrate on wiping out the
regular Mutants while pumping an occasional Buckshot round into the goo-spewing
freak. It isn’t possible to snipe like in the last battle. Just keep moving and
healing when necessary and eight or shells to its head will drop it. There will
still be a few Mutants to kill, however.
When the Muties have all evaporated, take the “Collector Card: Kraken” from the
bloody alcove where the Giant Mutant emerged. Grab the ammo and the Cloth Rags
on the bench. The stairwell down is the only outlet, so descend and the roar of
something big can be heard as the enormous creature moves off.
Your passage will soon be impeded when you encounter a heavily barred gate. When
you try to open it, the breaker trips. Follow the power cable into the storeroom
on the right. Loot the place and don’t miss the Small Gears in the nasty-dirty
sink.
Reset the electrical breaker to power-up the gate. This summons five charging
Mutants who will attack from two sides. Kill them and activate the gate controls
and move down the stairwells to a grisly chamber festooned with hardened Mutant
slime.
The wheezing gurgle of a mummy-like Slime Mutant can be heard. These truly nasty
Mutants will puke goo and they are much more durable than your average Mutie.
Before it detects you, cook a grenade to soften it up and turn the tough critter
into mutant-burger with a Pop Rocket to the torso. Interestingly these guys
don’t immediately evaporate, so they can be looted, if they haven’t gone to
little pieces-which, by the way, is the best way to address them-the heck with
the loot.
Enter Dead City Central via the double doors. You are now in what was once a
small shopping mall–a slimy one now-and the only exit, the escalator, is gated
and has lost power. Search the premises in peace but there is precious little
loot. You can, however, find a “Collector Card: Slime Mutant” on a small table
near a bright lamp.
Before following the cable to its power source raid the locked room using a Lock
Grinder. The loot is definitely worthwhile but a snarling grunt hints that foul
creatures have discovered your incursion.
Follow the power cable from the escalator gate switch to a tightly gated
enclosure. There is no way in, so target the explosive tanks near the side door
and dash through the burning frame after the explosion. Grab all the loot and
then close the electrical breaker to power up the gate.
Start for the escalator’s control switch and the pig-like squeals of Mutants
fills the air. A charging Mutant ushers in a wave of half a dozen or more fiends
and a Slimer will join them. Start runnin’ and gunnin.’ Try to save your Pop
Rockets for the Slime creature by using Wingsticks on the “normal” Mutants
whenever possible. If you have to get a second wind the Defibrillator may help
out by electrocuting your tormentors.
When the Muties are down, go down the broken escalator to what was once a lobby.
Exit and the gate closes behind you. Go left past the sculpture and take the
ammo from the crate. Stay at the top of the stairwell. The sounds of five
foraging Mutants can be heard below. Snipe a couple and greet the rest with
Buckshot as they charge up the narrow stairwell.
Make your way down past the “HEXI NEWS” van and welcome the pair of late
arriving Mutants with some hot lead. Enter the doorway on the far left side and
move up the stairs. Go along the grisly walkway and up the stairs to an area
with several dilapidated shacks.
The gurgle of Mutants can be heard but they won’t show until you advance. Back
off and use Wingsticks and Buckshot to kill the six charging Mutants. Continue
through the dismal Mutie-town and make your way up the stairwell. Don’t miss the
locked room on the left. Use a Lock grinder for access. It contains worthwhile
loot, including four Feltrite Crystals.
Continue up the spiral staircase and move along the walkway and through the
wreckage to a gated overlook. Take the Rocket Launcher from the dispenser. This
heralds in the Giant Mutant whose hand you seen earlier. The destructive entry
of the Giant has blocked the exit, trapping you on the small overlook. You can
re-supply your Rockets as often as necessary from the dispenser. You will be
visiting it often-don’t run out. Make sure to have Bandages quick equipped.
The Giant will begin to rip chunks of concrete from the building and will hurl
them at you. Dodge those concrete slabs as much as possible. When the red icon
appears on his chest, you must target it to stagger the colossus. When that hit
is registered, the King Kong-like Mutant will advance and flail at you. Get onto
the ledge if you were in the low area. The laser emanating from its head more-
or-less telegraphs the direction of the attack-so move the other way to limit
your damage. When the spot on top of his head glows and the red icon appears,
hit it with a Rocket. You will have to repeat this procedure three times to take
this big guy down and his final flailing attack is more prolonged than the
previous two.
You now have a Rocket Launcher. Re-supply your Rockets before departing through
the fissure on the left. Grab the munitions and move down the stairs, grabbing
the health supplies from the gurney as you travel down.
Use a Wingstick on the Mutant in the medical computer room and then the one that
charges. Feed the Slime Mutant a couple of Pop Rockets. Continue through the
trashed medical room and pass through the bloody corridor and address the Mutant
when the area opens up. Loot the area and go up the escalator.
Go up the broken escalator and be ready for another Mutant. He will be up near
the bloody hand, tossing fireballs while a Slime Mutant attacks. Go up the next
escalator and a Mutant will attack and be followed by another Slime Mutant.
Continue along the grisly hallway and go into the room on the left and when the
bloody door slides open go into the medical laboratory beyond. Loot the room and
then take the upgraded defibrillator from the counter.
Stay put as the building is rocked by a tremor. A Slime Mutants appearance is
preceded by disorder in the adjacent room and three Mutants will follow him,
attacking through a newly opened hole in the wall. Employ Pop Rockets to quickly
eliminate the Slimer and the three Muties that follow. Once they are down go
through that gap and down the stairwells until they are blocked. Don’t miss the
loot in the small end table. Take the corridor and loot your way to daylight.
Move straight out into the sewers to get back to the Wasteland.
Board your vehicle and address any nearby Bandit vehicles for the bounty. Follow
the minimap’s path to Kvasir’s Laboratory and speak with him to complete this
portion of the mission and to get the new defibrillator installed. You now have
twice the resurrection power
He explains that his research has shown that the Bandits are turning the
Feltrite into an explosive accelerator, which could have dire consequences for
the residents of the Wasteland. He has neutralized the sample but he wants you
to get it Mayor Clayton.
Return to your vehicle and get back to Wellsprings. Talk to Sally in the bar and
then go see Mayor Clayton to inform him of the ominous development. He thanks
you for your troubles and rewards you with $200.
/ / / / / / / / / / / / / / / / WELLMASTER \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired from Mayor Clayton.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
An alarm will sound as you speak to the Mayor and he will ask you to check
things out-he thinks Carlson, the Wellmaster, is just jumpy but he gives you THE
WELLMASTER mission to be sure. Make a quick trip to Outfitters to grab some
supplies first. HE Rockets for your newly acquired Rocket Launcher are available
and while expensive at 5 for $75 it is always prudent to carry around 20. The
available Viper Rockets (5 for $100) are expensive and less useful. Sell all
your extras including those four Feltrite Crystals.
At the “Job Board” a new mission A PROPOSITION is now available. Accept
it and re-select THE WELLMASTER.
The Wellmasters building is between the bar and the Mayor’s office. Enter
Wellmasters to see Carlson. The threat to the town is real. Ghost Bandits are
ransacking the tunnels and are threatening to poison the town’s water supply. He
needs you to get the toxin before they can carry out the threat. He gives you
twelve Electro Bolts for your Desert Striker Crossbow. He tells you to shoot the
Electro Bolts into water whenever the enemy is in it. Accept HIJACKED WELL from
Carlson.
/ / / / / / / / / / / / / / / / HIJACKED WELL \ \ \ \ \ \ \ \ \ \ \ \
Enter the well tunnels through the nearby hatch. Talk to the injured worker who
informs you that there are Bandits just around the corner. Equip the Crossbow
with Electro Bolts and creep forward and electrocute the two Ghost Bandits in
the water below.
Descend, loot the corpses and slowly advance. Two Ghost Bandits can be heard
talking in the side room to the right of the corridor. Cook a grenade and toss
it in and then loot the room. Wingstick the Bandit that charges as you ransack
the side alcoves for loot. Take the central corridor to a ladder. When you hear
the Bandits below, equip the Crossbow, creep forward and electrocute the three
in the water below before they can scatter.
Move into the passage, go left at the “T” and use a Lock Grinder to access the
locked room. Start toward the filtration room and your presence will be noted.
Hold near the entry and use the Sniper Rifle or Settler Pistol to kill the
sniping Bandits active on the catwalk across the room. Have a Wingstick quick-
equipped for the one that charges. Move into the chamber and go up onto the
stairwell on the right. As you proceed around the walkway half a dozen Ghost
Bandits will attack and one will hang back and fire at you.
Follow the walkway around and shotgun the Bandit that charges at the turn. When
you come to a pile of bodies a lone Bandit will drop down and attack from above.
When you try to exit the gate slams shut. Four more Bandits will enter-the last
will open the exit gate as he comes at you. Have the shotgun and Wingsticks
ready for the onslaught in the small chamber.
Move out into the upper area of the filtration room. As you proceed around the
catwalks a pair Ghost Bandits will confront you and another will fire at you
from the far side. Snipe him and expect four more Bandits to attack as you move
around the catwalk.
In the adjacent storeroom three more will attack-two will charge but one will
hang back with a ranged weapon. After killing the chargers, either snipe around
the corner or cook a grenade for the one hiding behind the crate. Loot the place
and head down the stairs.
Just around the corner six or more Bandits are infesting the long corridor and
several have ranged weapons. The floor isn’t wet enough for Electro Bolts to be
effective so use your sniper on the distant targets and Wingsticks on the
charging ones. If you maintain a position near the stairwell watch out for
grenades. They have plenty and they like to use them.
As you loot the bodies, look for a ladder in an alcove on the left. Climb the
ladder for both loot and the “Collector Card: Mine.”
Go down the stairs onto the landing and when the unsuspecting Bandits are close
together fire an Electro Bolt into the water. Move onto the stairwell and when
the Bandit walking sentry spots on the far side sees you, electrocute him when
he jumps down into the water. Descend and do the same to the three that follow.
Use the shotgun or Wingsticks if needed. There will be two more Bandits in the
side passage. Use an Electro Bolt to take them out and the gate beyond them will
open.
After you enter the adjacent room the gate closes locking you in. There are
three Bandits to deal with. One stays on the upper platform using a ranged
weapon and he may also toss grenades. His two sidekicks will charge. Hide behind
one of the columns, kill the chargers and then snipe the Bandit on the platform.
When the area seems secured, hit the control switch to lift the gate and three
more Bandits will enter and re-close it. Again, two will charge and the other
will stand off to target you from above. Yet another identical wave will follow.
When it is clear, open the gate again and two more Bandits will charge. Loot the
bodies and pass through the open gate. Go up the stairs and take the two
Feltrite Crystals near the left wall in the next room. The sounds of an intense
firefight can be heard.
Move along and a Wellspring’s commando will kill the Ghost Bandit ahead. Take
the loot and after you descend the commando will lead to where they are battling
the Ghosts Bandits.
Use your Sniper Rifle to help annihilate Bandits as the gate controls are being
jumpered open. When the gate opens some of the security personnel will move in.
Stay near the entry and keep sniping the Bandits that enter from the far side.
Use Wingsticks on any that charge your position. When you run out of targets
take the ammo and the “Collector Card: Valder” at the end of the passage and
then move in with your shotgun to mop up any survivors. Loot the bodies, move
onto the grated walkways and interact with the structure in the middle to get
the toxin canister out of the chemical injection system.
Stand near the injection equipment and use the control switch to activate the
lift mechanism. Climb the first two stairwells and grab the box of Pinkies in
the alcove. Continue up another flight to a wall ladder. Climb up, look up and
interact with the hatch to get topside.
/ / / / / / / / / / / / / / / DEADLY DELIVERY \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Make your way across town to report to Carlson in Wellmasters. You are rewarded
with $200. He believes that Kvasir needs to examine the deadly toxin and gives
you the mission, DEADLY DELIVERY. Accept it and he urges you to not let it fall
into the wrong hands.
Visit the store to sell your surplus and to top off your ammo. The Dynamite
Bolts Schematic is on sale for $155-a real bargain. These Dynamite Bolts are
extremely deadly and beef up your growing arsenal considerably. Buy it and make
sure you have at least six Explosive Packs and plenty of Steel-tipped Bolts to
manufacture several batches of these deadly missiles. Six Steel-tipped bolts and
one Explosive Pack produces six Dynamite Bolts. Make sure you have plenty of
Rockets for the Cuprino’s turret. At this point you should still have well over
$2,000.
Get to Mick’s and take your vehicle into the Wasteland to see Kvasir. On the way
you will be offered a bonus mission to collect the seven Feltrite meteors whose
orbits have decayed allowing them to fall to Earth. Speed through the canyon,
boosting to pass through each of the meteorite’s smoking column before they can
dissipate. If you can get all seven, they are worth $175, but you keep as many
as you get, making it a very lucrative drive. Expect another reward for
eliminating Scorcher Bandit vehicles near the Dead City.
Enter Kvasir’s laboratory. Seems like the ole fella’ has been a resistance
fighter since fleeing his position at the hospital. He is developing a weapon
for the resistance and this toxin may be the needed ingredient for his device,
which may be a game changer against the ruthless rule of the Authority. It is a
mind control device and the toxin may allow him to complete his formula.
/ / / / / / / / / / / / / / / SECRET DELIVERY \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Schematic for Mind Control Bolts and the components to fabricate
six.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
He needs you to take a sample batch of his Mind Control Bolts to Elizabeth
Cadence whom you can find in the Wellsprings Bar. Accept SECRET DELIVERY and
hurry back to Wellsprings, knocking out a couple of Bandit vehicles on the way.
/ / / / / / / / / / / / LIBERATE CAPTAIN MARSHALL \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Mick will warn you that Authority patrols are active in the town. Get to The
Second Chance Bar. Talk to Sally and then find Elizabeth at the end of the Bar.
She is now speaking.
She takes you in the back and informs you that Authority informants could be
anywhere. The resistance has had an eye on you and believes you should be
brought into the fold. Captain Marshall, the resistance leader, is a captive in
the old prison. He must be rescued before he is transported to Capital Prime
where he will disappear forever. Accept LIBERATE CAPTAIN MARSHALL and she will
give you a Security Card so you can get access through the perimeter gate. When
the chance arises, she wants you to test the Mind Control Bolts that Kvasir gave
you-the Authority Enforcers may look like robots but inside the metal is flesh
and blood.
Go to Outfitters to stock up. You will soon be fighting Authority Enforcers and
they are armored. Regular ammo won’t generally get the job done from this point
on. Make sure you have plenty of potent ammo like Dynamite Bolts, Pop Rockets,
HE Rockets and Fat Mammas from here on out. Although expensive the Authority
AV2X rounds are also a prudent buy, purchase an extra carton of the armor
piercing rounds if you favor the weapon. Offset some of your costs by selling
your Feltrite Crystals from the meteor storm. Go to Engineering and construct
those Mind Control Bolts as well as other potent rounds like Dynamite Bolts.
Before leaving Coffer make sure you are carrying at least two “Ingredient”
packs-things like Electrical Wire Kits, Feltrite Power Packs, Small Gears,
Hardware Packets etc. for construction of Lock Grinders and other necessaries.
As always don’t forget Rockets for your vehicle.
Get to Mick’s and follow the minimap path toward the prison’s waypoint. When you
reach the highway you will experience another Feltrite meteor storm, race to the
smoke columns, boosting to retrieve the Feltrite while fending off the Bandit
patrols. Stop well short of the prisons entry.
There is a pair of turret gunners on the upper structure of the entry and they
aren’t easy to snipe. Use the cliff on the left as a screen and zoom in on them
with your Sniper Rifle or just fire a rocket into their alcoves for painless
kills. An additional Authority Enforcer may also be present on the towering
structure.
Regain your vehicle, drive close and use the Security Card for entry. Go forward
and drop through the open hatch on the right and into the narrow fissure. Follow
it to the Authority Prison entry hatch. The voice on the speaker indicates that
a transfer is imminent but you have no time constraints on this mission.
There is no enemy activity in this initial area so be sure to explore. You will
find the EMP Grenade Schematic in a side room as well as other items-don’t miss
the Schematic or you will have to double back or start from your last save. Use
the new EMP Grenade Schematic to assemble some EMP grenades and assign them to a
quick-use slot.
Exit the area and follow the power cable to a room with a glowing blue Power
Generator. It feeds the deadly energy field that is blocking your passage. Toss
an EMP grenade at it to short it out. Note that EMP grenades will adhere to
surfaces. When the Generator fails, the PA voice reports a problem in grid nine-
your grid.
Move along and take the ammo and the “Collector Card: Power Supply.” The power
disruption has caused an alert. Move into the adjacent chamber. Another
Generator is feeding another energy barrier. Stay behind the stone column near
the entry and use a Dynamite Bolt to kill the Enforcer patrolling on the upper
walkway. Another Authority Enforcer, sporting a blue energy shield will enter
the chamber. He can and will pass right through the barrier.
Stay back to deal with him. You can actually snipe his exposed shoulder area
around the shield but shorting them out is surer. Don’t waste your EMP grenades
on shielded Enforcers. Short the shield with a pair of Electro Bolts, exposing
them to gunfire. Don’t hesitate to take him down. The unshielded enemy wears
body armor but is susceptible to AV2X armor penetrating rounds, Dynamite or Mind
Control Bolts, Fat Mammas or Pop Rockets once the shields fails. Even a few
close-up rounds of Buckshot will get the job done.
Once a shielded enemy’s shield fails, he will immediately move onto the glowing
blue grid on the floor. These panels are regenerating stations for their
shields, so kill any exposed Enforcer before he can regenerate his shield.
Raid the Enforcer’s corpses, if anything remains. Pulse rounds for your shotgun,
AV2X rounds even components are now common pick-ups. Pulse rounds, like Electro
Bolts, deliver a static charge as well as the wallop of a shotgun shell.
Go down the stairs on the left for some ammo and then knock out the Power
Generator with an EMP grenade to defeat the energy barrier. Three Authority
Enforcers will accost you in the next chamber. Eliminate the first. If one is
staying under cover and tossing grenades your way, try to tag the other with a
Mind Control Bolt. You can then take control of the semi-delirious Enforcer and
walk him into his buddy. Detonate him to kill them both.
There is no Power Generator in the room supplying the force field. Move into the
side room, grab the Feltrite Power Packs and the other items and toss an EMP
grenade through the window at the Power Generator in the next room.
Move through the portal and the opened gate beyond. When you see the next Power
Generator, half a dozen Authority Enforcers will repel into the room and one of
them will have a shield. Use the tall column for cover or retreat into the prior
chamber to battle them. Use Dynamite or Mind Control Bolts to quickly dispose of
them. The Enforcers will drift into the fray, so take them out as they come.
Either swap to fire Electro Bolts or Pulse rounds at the shielded Enforcer or
hit his exposed area with a Dynamite Bolt for a quick kill.
Drop the energy barrier by knocking out the Power Generator. Take the water
purifier in the alcove and move on to the adjacent room. Take the ammo and
grenades from the crate and enter the next room. Look through the barred
windows. You will see a Power Generator on a slightly raised platform. Raid the
dark recess in the wall for some useful items and the “Collector Card: Giant
Mutant.”
As you pass into the next room, an automated turret gun activates. If you
retreat you can’t hit the Generator with an EMP grenade through the barred
windows, so quickly crouch down behind the crates near the entry to get out of
the turrets field of fire. Peek around the crate to locate the short stairwell
and sprint to the concrete pedestal to its left. This is again out of the
turrets sightline. Hit the nearby Power Generator with an EMP grenade to short
it and the turret.
As you turn the corner into the hallway, another automated ceiling-mounted
turret defends it. Sprint forward and duck into the corridor on the left. Use
the walls to shelter out of the turrets sightline. An Enforcer will soon appear
near the turret. Locate and eliminate him and then sprint forward to the end of
your sheltered corridor, again placing you out of the line of fire. Toss an EMP
grenade at the Power Generator visible through the hole in the wall to
neutralize the turret.
Another automated turret gun, mounted on the ceiling, commands the adjacent
room. The room is filled with crates so enter and sprint forward and shelter
behind the crates on the right side of the room. From that position you can
shelter behind the stacked crates and hit the Power Generator in the adjacent
room with an EMP grenade. Take the Feltrite Power Packs and AV2X ammo before
continuing on.
About half a dozen Enforcers, including a shielded Enforcer will attack in the
next room. Hide behind the crates to take out them out. Hit them with a Dynamite
or Mind Control Bolt and walk him toward a buddy for a dual kill. Several of the
enemy will jump down from the catwalk into the action. Raid the corpses, if
there are any. Take the AV2X rounds from the opened cell and take out the Power
Generator to drop the energy barrier.
Continue up the three stairwells. Take the items from the niche on the right,
including the “Collector Card: EMP Grenade.” Continue into the cellblock and
three Authority Enforcers-one shielded-will need killing. Try using a Mind
Control Bolt on one of the Enforcers and walk him next to another for a double
kill. Use a couple of Pulse Rounds to drop the shield of the other Enforcer and
drop him before he can regenerate it. Note that shooting a Pop Rocket or tossing
an HE grenade near a shielded Enforcer’s feet can thrown him off balance,
exposing him to conventional fire.
Loot your way through the rooms-there are two Feltrite Crystals on a storage
rack-and when you come to another energy field a pair of Enforcers are guarding
a cellblock housing snarling Mutants and Captain Marshall. Look through the
window and two Enforcers are loitering below. Before you are spotted use a Mind
Control Bolt on one and use him as a human bomb to kill the other. If one
somehow escapes, watch for him to come up the stairwell beyond the control
console.
Drop the field with the control station. Three Mutants will be released and will
claw their way toward you. Don’t enter the cellblock. Face the walkway and
Wingstick or shotgun them as they come at you. Make your way counterclockwise
around the cellblock. You can practically smell the nastiness of the loot-less
cells. Captain Marshall will call to you from below. Continue around the
cellblock, take the loot near the stairs and go down the stairwells to the lower
cellblock.
Release Marshall with the control station to the right of the door. Security
however comes back on line, again blocking the exit. Marshall will now have to
hack the control device to facilitate your escape; but half a dozen Authority
Enforcers will start to filter into the area including a shielded one. Take
shelter behind the device and hold them off while he works. If you have Dynamite
or Mind Control Bolts, use them for sure kills.
When the enemy is down and the energy barrier defeated, Marshall grabs a weapon
and leads the way out. After descending a couple of stairwells, stop and raid
the locked room in the back area-Marshall will be impatient but will wait-take
the two Feltrite Crystals, ammo and the “Collector Card: Marshall.”
Follow Marshall and take the ammo and supplies and then continue with him into
the courtyard, exiting into the open air. You must now protect Marshall so go
for quick kills. His health meter appears on the screen.
Three Authority Enforcers will immediately challenge. Take them out and after
you advance, an Enforcer will man a turret gun on the balcony ahead and will be
supported by two more. Use the Settler Pistol equipped with Fat Mammas for one-
shot kills to the head or use a couple of rounds to their torsos.
Advance again and three more Enforcers will enter the action. Two will come down
from the balcony; the third will re-man the turret gun. When the area is
secured, Marshall will lead you to yet another energy barrier.
You must now find a way to drop the barrier. Go down and take the ammo under the
balcony overhang and then go up the opposite stairwell from Marshall. If you
stand a short distance from the energy barrier, you can just see a Power
Generator behind the turret weapon. Toss an EMP grenade at it to drop the field.
You will have to aim just below the upper frame of the door or it may fall short
and hit the rail, falling uselessly into the courtyard. Grab the ammo near the
opened portal and sprint to the far end for more ammo and the Feltrite Power
Pack on the HVAC unit-nothing will hamper your collecting it at this point.
Move around the balcony to drop the field near Marshall with the control switch
near the barrier. Marshall will now start to rig a power module to overload to
blast an opening in the prison wall; but an Authority vessel has arrived and is
dropping Enforcers into the courtyard below. Continue to keep an eye on
Marshall’s health meter.
As he works, man the turret gun on the balcony to annihilate the enemy repelling
from the ship. The gun will overheat if used too long so watch the meter atop
the screen. Note that using the turret is optional-it is much easier and safer
to shoulder your Rocket Launcher and blow them away as they land. You can
usually get them before they can deploy their shields. If given the chance, they
will take shelter behind the debris below, prolonging the ordeal.
When the area is secured, approach Marshall and he will tell you to back off and
take cover. After the blast, he goes into a service room to run a bypass but the
lift falls during the process. He is fine but he tells you that you must find
your own way out to get back to Elizabeth.
An Authority Enforcer blows the nearby door open. Take him out with a Pop Rocket
and then go through the door. Grab the items and the “Collector Card: Shield
Guard” and make your way through the corridors to the crevice where you entered
the prison.
Enter the Wasteland, climb the ladder and get to your vehicle. Battle your way
through Scorcher Territory, taking out five Bandit vehicles for the $250 reward
and Sally’s bounty. Just outside of town Elizabeth will call, saying Marshall
has already made it back.
As you leave Mick’s Garage you will see Authority Drones in town and the PA is
active with Authority propaganda. Head into The Second Chance Bar, see Sally and
then enter the back entry and take the “Collector Card: Elizabeth” on your way
down the stairwells.
Captain Marshall informs you that you are now persona non grata to the Authority
after the prison break and that you can be of great help to the resistance. Like
it or not-he welcomes you to the movement. Your Ark has a computer drive that
could be invaluable to the resistance. If the Authority gets it, that could mean
disaster for both them and any Ark survivors. The drive may contain extremely
valuable information on the Arks, their locations, supply caches and DNA data.
Each acquired drive fills in a piece of the puzzle. He needs you to get back to
your Ark before the Authority locates it. Accept RECOVER THE ID DRIVE from
Marshall.
/ / / / / / / / / / / / / / RECOVER THE ID DRIVE \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
They urge you to hurry but take the time to stock up on ammo before departing-
you never want to be caught short. Most of the enemies from now on will be
tougher, so stock up on supplies to manufacture the potent rounds. EMP grenades
and Pulse rounds are now available-buy a few. Top off your vehicle’s Rockets as
well. Top off your supply of Explosive Packs, Hardware Packets, etc. to
construct Lock Grinders, Wingsticks, etc. Sell all your extras including all
those Feltrite Crystals. Consider selling off most of your standard pistol ammo.
A dozen rounds sell for $3 and if you’re still using them, you better stock-up
on Bandages. If you have the, at this point, rather inadequate Assault Rifle,
sell some it its rounds, if your inventory is maxed, so you can pick up more as
you go.
See Sparky if you need Shields or you have used your Armor Restore.
You will now be returning to the Ark where the game began and the “Job Board”
has a pair of missions you can pursue while in that area. Stop at the “Job
Board” and accept both STOLEN MERCHANDISE and A PROPOSITION if
you didn’t before and accept the new job THE EXCHANGE. This mission will begin
upon acceptance.
/ / / / / / / / / / / / / / / THE EXCHANGE \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Sheriff Black is making an exchange with the Authority. These affairs never go
well and he needs sniper cover of is own. If you can successfully complete the
task there will be a reward of $200 and a live Sheriff in Wellsprings.
The exchange is taking place far below, but suddenly laser sights sweep the
Sheriff. Locate the half dozen snipers by following the red beam of their laser
sights. It will take several shots to bring each one down. Watch the Sheriff’s
health meter and be aware that these guys shoot back.
/ / / / / / / / / / / / / / / RC PROTOTYPE \ \ \ \ \ \ \ \ \ \ \ \ \ \
The mission is accepted.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Select A PROPOSITION to lay a path and follow it to reach the Hager Settlement.
Elizabeth will warn you of increased Authority activity in the area. They are
now searching for your Ark and its precious information drive.
Stop and see Phallinx Hager. He will offer the mission, RC PROTOTYPE, which will
take you back to the Shrouded Bunker to steal a more powerful prototype remote
control bomb car from the Clan. Accept it and change your mission back to
RECOVER ID DRIVE. You need to retrieve it before the Authority does.
Dan isn’t at the Hager Settlement but you can say how-do to Loosum, Durer, Halek
and the others before departing for the Ark site. Throw a few Wingsticks or buy
a few items for old times sake. Depart for the Ark.
/ / / / / / / / / / / / / RECOVER THE ID DRIVE \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Select RECOVER THE ID DRIVE to lay a path. Near the ARK site an Authority ship
hovers and deploys a pair of Enforcers before moving off. Park your Cuprino at
the top of the grade. The Authority Enforcers have placed barriers below. Take
out the unsuspecting Enforcers below with Dynamite Bolts for quick kills. Follow
the path to the Ark site. Interact with the central console to retrieve the ID
Drive. An Authority drone hovers in the sunshine outside the hatch.
Upon exiting be prepared for a pair Authority Enforcers. Once they’re eliminated
a ship will deploy two more. Use your Sniper Rifle or Dynamite Bolts to
neutralize the threat.
With the ID Drive in hand take the time to complete STOLEN MERCHANDISE. You’re
near the entrance to the Wasted Garage and it pays a fat $200.
/ / / / / / / / / / / / / STOLEN MERCHANDISE \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
The Wasted Clan has stolen some booze but its owner doesn’t really care about
the booze-he wants the thieves’ dead and will generously reward their
executioner.
Make your way into the Wasted Garage. Bandit voices will be prominent as you
near the first doorway. You will now be reversing the course you took into the
Wasted Garage earlier in the game. Begin sniping from the cover of the entry.
There are three Bandits in the near area of the garage. Watch for a charger as
you snipe and greet him with a Wingstick. Start deeper into the garage and snipe
the three hostiles ahead and the one on the stairwell beyond.
Go up the stairs and snipe the two Bandits from the cover of the bathroom. Move
clockwise around the area and Wingstick the charger in the hallway. There are
four Bandits in the adjacent area. One will likely greet you at the doorway.
Move clockwise along the windowed outer wall. Go up the stairwell and through
the gap in the wall. There are three Bandits in the next room and one will
charge. Snipe the other two and collect the booze and $200 for your efforts.
With no easy way out, reverse course and make your way back to the exit. This
time nobody is trying to steal your wheels, which is parked on the dusty road
above. Select RECOVER ID DRIVE to lay a path and drive back to Wellspring,
eliminating five Bandits vehicles as you go for the $150 reward and the bounty.
Mick advises you that the Authority is looking for you and leaving town should
be your priority. Olive, standing near the bar, says the Authority is about to
place a garrison in town, reinforcing Mick’s dire assessment of the situation.
Talk to Sally and then see Marshall in the secret room below the bar. There is
still unfinished business. He will get the drive to Lessard as soon as possible.
It seems that the Authority is using programmed Nanotrites to experiment on and
control the Mutants. They are modifying their genetics to further their own
selfish purposes. The resistance needs the experimental data stored in the Dead
City for analysis and assessment of the problem and to expose their true
intentions. As the resistance movements’ only available foot soldier, it seems,
you are to return to the dangerous Dead City to retrieve that data from a server
in the main laboratory building. Accept LOST RESEARCH DATA. Take the
items Marshall offers you and head out.
You have the option of speaking to Richard at the bar to acquire an upgrade for
the defibrillator, cutting its recharge time. Since we have been selling
Feltrite, this isn’t feasible and the task is optional-take a pass on FINDING
FELTRITE. If you are using the device enough for this to be a problem-slow down
and be more careful. Hey, listen up; the good guys are depending on you!
Before departing make sure you are very well stocked with ammo and supplies
before heading back to the Wastelands. You should have ample funds to do so.
/ / / / / / / / / / / / / / / RC PROTOTYPE \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Advanced RC Bomb Car Schematic and its components: an RC Bomb Kit, a
Nanotrite Conduit, an Explosive Pack and one Small Battery Pack.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Select RC PROTOTYPE and exit Wellsprings. Follow the minimap path to the
Shrouded Bunker. Commence operations by killing the three Bandits guarding the
lift. Silently take down the first with a Wingstick. A silent kill will allow
you to skewer the heavily armored Elite Bandit with two or three Dynamite Bolts.
It will take three Dynamite Bolts or a volley of Rockets to put him down. Kill
the last of the three Bandits and take the lift down. Two hostiles defend the
corridor ahead and they will spot you before you exit the lift. One of them will
likely retreat to ambush you as you make the turn.
As you turn left into the large storage area half a dozen Bandits will filter
into the battle and will use cover to snipe at you. Continue around through the
red-bordered doorway and another pair will defend the hallway with ranged
weapons.
Look down into the assembly area and snipe a couple of the Bandits. Back away
from any grenades they throw. Several will retreat and one or more may come up
to pay you a visit. Rubble is blocking the other passages so continue through
the opened Key Card door.
A large force of Bandits, including an armored one, can be seen below the large
open windows. Use your Rocket Launcher or Dynamite Bolts on the Elite Bandit.
The splash damage from a Launcher volley may injure some of the others. Continue
sniping until the remaining Bandits retreat.
Descend the spiral stairwell and loot the area. You can now see the objective on
a table ahead as you snipe the remaining hostiles. One may retreat up the
staircase and fire down at you. Take the prototype for Phallinx Hager and move
up the stairwell.
Move ahead and board the lift. Five additional Bandits won’t make your path to
the exit easy. They are spaced out in the corridors, defending the exit, so keep
eliminating them as you move forward. Exit to the Wastelands.
Return to the Hager Settlement. You may receive an award round as you travel
through Wasted Territory. See Phallinx at the Hager Settlement. He will give you
the Schematic and the parts to fabricate an Advanced Remote Control Bomb Car.
Top off your ammo at Halek’s store, keeping in mind that Mutants and Authority
Enforcers now infest the city. Select LOST RESEARCH DATA and set out for the
Dead City.
/ / / / / / / / / / / / / / LOST RESEARCH DATA \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Follow the minimap path, waste any challenging Bandit vehicles and park near the
highway. Enter Dead City Central. The initial pathway is linear, so make your
way into the first structure and help yourself to the bounty.
Proceed up the stairs and after the lights dim a Mutant will charge. Use a
Wingstick or your Combat Shotgun loaded with Buckshot to take it down in the
narrow hallway. Move up the hospital stairwells and go through the gap and into
the laboratory where you procured the defibrillator upgrade earlier.
Continue through the gory room and the gory corridor. As you make your way
toward the escalator an Authority Drone will see you and summon half a dozen
Authority Enforcers. Stay atop the area and snipe the Enforcers below. Shift
your position to avoid the grenades and to locate additional targets as they
surge up from the lower area.
When all visible targets are down, descend to the lower level and root out any
survivors. There will usually be one hiding in the area below the main lobby.
Search the corpses and return to the upper lobby for loot including the
“Collector Card: Drone” which is on a table beneath the escalator.
Continue down the escalator to the lower area and go through the door on the
left. Follow the bloody corridors into the laboratory. A blast will rock the
wall ahead. A pair of Authority Enforcers will enter via the alarming doors
ahead, and one is shielded. Use an EMP grenade or static rounds to take out the
shield. If you have a Mind Control Bolt, hit the first to appear and walk him to
his buddy for an explosive interaction ending in death.
As you mount the stairs the gurgling of a Mutant can be heard and an Authority
sniper will kill him before you can. Ease forward, following the beam of the
laser sight back to the sniper on the balcony. Target his head with a Fat Mamma
for a one-shot kill or knock his helmet off with a sniper round and then take
him out with a headshot. He has support near the Rocket Launcher dispenser; so
toss a grenade his way while dodging the grenades the Enforcer is lobbing your
way.
Enter the structure through the door above the launcher dispenser and follow the
beam of the laser to the Authority sniper. Quickly put him down before he spots
you. As you advance a pair of Authority Enforcers will come up from below to
challenge your passage on the narrow walkway. Snipe them from the cover of the
doorway or cook a grenade and take them out.
Continue down the stairwells and you will be among the Mutant hovels you passed
through earlier. A pair of sweeping laser sights will betray the presence of
snipers on the bridge. Locate them through the clutter and put them down before
they switch from Mutant hunting to you. Make your way through the shantytown and
go down the steps, along the gory walkway and turn right into the structure and
then go out into the open area.
An Authority ship will begin deploying forces on the far end of the area. The
three troops, one shielded, will quickly advance. Stay near the entry but be
prepared for incoming grenades. Use Dynamite Bolts on the Enforcers and hit the
shielded one with an EMP grenade or a static round or two before taking him
down.
Advance and peek around the overturned vehicle to snipe the Enforcer manning a
turret gun high and to the left near the “Speed Limit 60” sign. Sniper him and
go up the slope, then the stairs to the gun emplacement. Grab the ammo near the
dead gunner. Cross the courtyard and enter the Mall.
You will hear Authority banter, so carefully move across the room and get a bead
on an Enforcer through the energy field. Take him out and then kill his
sidekick.
Go into “Ostretsov Investments” and a breach in the wall will allow you to
target the Power Generator in the next room with an EMP grenade. Stay back a bit
so it doesn’t hit the bars. It will bounce and stick to the Generator.
Move through the security lanes and locate the research data on the computer
near the bright yellow panels. The nearby door lock will de-activate. Enter the
room, take the ammo and the EMP grenade and use an EMP grenade on the Power
Generator. This drops the field allowing you to exit via the next set of
security bays.
As you go up the escalator three Enforcers will drop down into the mall area
ahead. Kill the first one and move back down. Use the escalator as cover to kill
the aggressive one that comes down and then hunt down the third. Exit through
the double doors on the right into the street.
Move through the gory mess and go up the stairs until you reach street level.
Before leaving the stairwell you will see the laser sight of a sniper on a
balcony of the building across the street. Take him out from there and watch for
another sniper and an Enforcer jumping down to street level. You are now near
where you fought the Giant Mutant on your initial foray to the Dead City.
Move up the makeshift ramp near the red and white star emblem. Move cautiously.
An Authority Enforcer will be hiding amid the office furniture just ahead,
waiting to ambush you. In order to defeat the energy barrier you must go down
the stairwells in the nearby storeroom room to locate the Power Generator. Take
the ammo and knock out the Power Generator. Go back up the stairs and through
the opened portal. Move down the stairs into the rubble.
Make your way along the faint path on the right. Go up the dilapidated stairs
and into the apartment via the wall breach. Enforcers are hunting Mutants. You
can hear them spotting the prey in the rubble below and shots are being fired.
Move down the incline to the apartment below and put a Fat Mamma into the
noggin’ of the sniper on the balcony whose focus is on the area below. As you
raid the corpse you will see a quick moving Mutant or two below.
Start down to street level via the many short stairwells. At the bottom an
Authority ship will deploy a pair of Enforcers, one sporting a shield. Hold your
ground near the stairwell to take them out.
Start for the far end of the compound and enter the tunnel created by the
crumbling concrete. Go down the stairs. Enforcers will be patrolling the open
area just ahead. Stay near the exit to eliminate the two Enforcers. Move up the
stairs to avoid any incoming grenades. A heavily armored Elite Enforcer with a
Pulse Canon will then approach. Don’t mess with this guy. As soon as he clomps
onto the scene, either hit him with Dynamite Bolts or equip your Rocket Launcher
and hammer him with Rockets. Stay in the entryway for cover to avoid the lethal
canon he wields.
Get out of the city by going up the depressed section of the fractured roadway.
Move up over the rubble and into the sewer and on to the relative safety of the
Wasteland.
Get back to Wellsprings, battling the Scorcher Bandits who haven’t yet run out
of vehicles. Talk to Sally behind the bar and go through the back door to see
Marshall. Elizabeth has left for Subway Town to make preparations for their
arrival. It is now time for both of you to leave Wellsprings, and Captain
Marshall has paved the way for a safe exit with a communications scrambler.
Accept SUBWAY TOWN and you and Captain Marshall and your vehicle are on
your way to Subway Town in his air ship.
/ / / / / / / / / / / / / / / SUBWAY TOWN \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
On the trip to Subway Town, Marshall reveals that he is also an Ark survivor. He
has been battling the wicked regime of the Authority ever since his revival. The
Authority has imposed totalitarian rule on the planet, a policy contrary to the
benign Ark mandate. They must be stopped at all costs. The resistance base lies
just below what is left of Crescent City-it is now dubbed Subway Town.
Follow Marshall into the Subway Town resistance base. You are introduced to the
local resistance operatives. Lessard, the technical expert, is using Marshall’s
Ark for technology, information and communications. He can use it to track
Authority communications and to communicate with other resistance cells.
Elizabeth is researching the Authority’s experimentation on the Mutants. Portman
is the arms expert. Saul is a resistance operative running the local garage. He
has your vehicle just above and he is your liaison in Subway Town. Subway Town
is sitting on a knifes edge with the Authority and the Resistance at odds and
Mayor Redstone can’t be trusted to not sell you out. Be wary of the citizenry’s
affiliations.
/ / / / / / / / / / / / / / GAINING INFLUENCE \ \ \ \ \ \ \ \ \ \ \ \
Reward: Only influence but you can steal Redstone’s “Blake Bobble Head” worth
$150.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Mayor Redstone, nevertheless, is the boss and you must get on his good side.
Accept GAINING INFLUENCE. Marshall wants you to be useful and gain his
confidence so you can get on to the real business of taking down the Authority.
Stop in Elizabeth’s lab and collect the “Collector Card: Authority Mutant” from
the tray and exit via the side tunnel where you entered. Take the lift to Saul’s
Garage.
Talk to Saul and exit the garage after his conversation. Go to the far end of
the level, move past the “Job’s Board” and go left toward the Fez Bar. Tough guy
Krug won’t let you into the bar until Redstone okays it. Turn left at the bar
and go up the stairwell. Vincent, the Mayor’s bullyboy, gives you a batch. Go in
to see the Mayor. It is plain Redstone is a tyrant and has an iron grip on the
town. Steal his “Blake Bobble Head” anyway and accept the offered mission,
FOREMAN JONES. It is tendered as a test of your usefulness.
/ / / / / / / / / / / / / / FOREMAN JONES \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
This is just a transition mission to MUTANT EXPANSION.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
/ / / / / / / / / / / / / / / BRICK’S BOUNTY \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $10 and one Racing Certificate per Bandit vehicle kill-double for
Authority Predators.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
You can now get into the Fez Bar so backtrack and head there. Krug stands aside.
Brick, the barkeep, is Subway Town’s Sally and he wants his liquor supply to be
stable. He offers BRICK’S BOUNTY for taking out Bandit vehicles and will pay
double for Authority Predators. Accept it and after taking out Bandit or
Authority Predators, return for your bounty.
Exit the bar, go straight ahead, turn left and go up the stairs to the next
level. Bear left at the guitar strummer and follow the corridor around to check
with Stew-the local black marketer. He has one item at a time, but it is sold at
a good discount. You can save money by checking with Stew before buying retail.
Go up the left corridor from Stew to Jani’s Supplies. The perky lass will be
your supplier in Subway Town. She has some new items including the Heavy Armor
Upgrade, the Advanced Wingstick Schematic and the Advanced Sentry Turret and
Sentry Bot Schematics. Time to spend some of that cash you been hoarding.
Purchase the Heavy Armor Upgrade for $750, The Advanced Wingstick Schematic for
$275 and the Advanced Sentry Bot Schematic for $375. Stock up on your favorite
munitions and the components to fashion them and your new attack dog-the
Advanced Sentry Bot.
The Wingstick upgrade builds sticks capable of hitting multiple targets. The
Advanced Sentry Turret Bot is a step above the Turret but isn’t worth anything
if you haven’t got the components to build them. The Advanced Sentry Bot can
really help on your foray into the Blue Line. Make sure you have the components
for three or more before leaving Jani’s. Sell all your extras including the
Bobble Head to defray costs and dump ammo you aren’t using for cash.
Leave Jani’s and go down the stairwell near the Mayor’s Office. Turn left at the
base of the stairwell and talk to old Norbu standing near the “Blue Line” sign.
He has extreme muscle and joint pain and has heard of a plant called Comet Bloom
that is a remedy for it. He is too old to do it himself but will give you a
handsome reward, $350, if you will get some for him. Accept COMET BLOOM from the
poor ole fella. He has information that it has been seen growing in a crater in
Gearhead Territory.
/ / / / / / / / / / / / / / / COMET BLOOM \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
\
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Continue into the subway tunnel to find Foreman Jones at the end of the tunnel.
Muties have clawed their way into the Blue Line expansion project and he wants
you to wipe them out. Accept MUTANT EXPANSION. He tells you that you will have
to get to the troubled area by leaving town and entering the Blue Line Station
by the underground entry.
/ / / / / / / / / / / / / / MUTANT EXPANSION \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200 and six Feltrite Crystals can be found in the mission area.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
You will now have to return to Saul’s to get your Cuprino. Exit the subway
tunnel, turn right, cross the depressed tracks and enter the garage. The
construction site is just outside the town. Drive to the end of the guardrail on
the right, park and start in on foot. Just past the sandbags, under the jutting
structure of the highway, on the right side of the path, you will find a Desert
Spore. Continue downgrade through the carnage of a past civilization and enter
The Blue Line Station.
Loot your way through the spread-out area, raiding the many corpses and
thoroughly searching every nook and cranny before and after passing through the
wrecked subway cars. Don’t miss the cash dispensers and vending machines. The
pig-like squeals of numerous Mutants are all around as you plunder. They won’t
attack so you can save your ammo as you proceed; but, if the opportunity
presents itself, kill any Mutie that lingers in your sights.
When you find the “guacamolity” café you will see lots of goodies locked inside.
Use a Pulse round or an Electro Bolt on the yellow relay box near the fenced
entry to force the gate open. You will find four Feltrite Crystals, Wingsticks,
Electro Bolts and the “Collector Card: Dyno-Mutant” inside. The cash machines in
the corridor can yield $50 or $60 as well.
Just beyond the café, before the restroom, you will find a dead-end passage
loaded with ammo and TNT. Take the TNT last. This will provoke an onslaught of
Mutants after the metal gate slams shut trapping you inside.
The first wave of five comes at you from under the nearly closed gate. Use your
Advanced Wingsticks to put them down as they crawl under the gate. When they
start coming over the railing, deploy your automated attack dog, the Advanced
Sentry Bot. The Sentry Bot is aggressive and will soon go over the rail to hunt
the Mutants surging into the lobby below. Have your shotgun handy if any get
past the ferocious little Sentry Bot. If you haven’t got a Turret or Bot, keep
busy with the shotgun and Wingsticks. After they quit coming over the rail, four
more will come down the hall. They will throw open the gate and charge. Meet
them with a barrage of Advanced Wingsticks and/or Buckshot. There are about
twenty Mutants in all during the entire encounter.
As you make the turn to the right four more Mutants will attack from the
opposite side of the concourse. Some will have lit dynamite so hit them with
Advanced Wingsticks to keep out of range of the explosives. The improved
Wingsticks may hit multiple targets and the Sentry Bot may still be active if
the Mutants didn’t destroy it-not that likely. Don’t let the dynamite Mutants
get too close.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The Bot has a little red meter on your screen showing how much battery
life it has. You can interact with it to salvage parts to build another. The
more “meter” it has the more components you can possibly salvage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Start down the stairs and a half dozen more Muties will come charging up. Two or
more with lit dynamite. At the bottom of the stairs a Mutant will charge from
the exit door, showing you the route out. Ransack the computer room and move
into the subway car to exit.
In the next open area numerous Mutants will attack. Two will stand off and hurl
fireballs at you. Kill the initial wave and deploy a Bot. Move to the back
corner to avoid the fireballs and stay busy with the shotgun and Wingsticks on
the swarming fiends. Snipe or Wingstick the fireballers whenever possible-the
Bot will attract many of the Mutants. Take down the dynamite toting Muties who
may aid your cause when the explosions take out their own buddies; but your Bot
can suffer the same fate if it is caught in a blast.
Expect three more Mutants as you climb the stairs and turn right toward the
restroom. Take the Buckshot at the top of the stairs before continuing into the
restroom. The cackling just ahead will precede the attack of two Mutants and
another pair will charge as you turn right. A lone Mutie will drop off the wall
and charge up the incline. Turn left down the ramp for the ammo.
You will then find yourself a large open area. Go right from the entry area and
face the steps. When the Mutants attack it will be mostly from the far end. It
is possible to handle the relentless stream of Mutants with your shotgun and
Wingsticks but that is why you have the Bot. Deploy one and have your shotgun
handy to support it.
When fifteen or twenty go down, the honking roar of something big can be heard
and a mortar toting Giant Mutant will enter the action. He will stay put at the
top of the stairwell but his escort of Muties won’t. Find cover at the far end
or behind the central clock pedestal, and, if your Bot was destroyed, deploy
another against the stream of Muties that will squeal in from the far end.
Quickly shoulder your Rocket Launcher to take down the Giant with four shots. Be
prepared to shotgun or Wingstick any Muties escaping the guns and claws of the
Bot. The giant will oftentimes aid your cause by killing his own little brothers
with explosive rounds but he may also get the Bot. When the Giant goes down, the
influx of Muties will stop.
Salvage your Sentry Bot and move up the wide staircase, around the wide passage
and down the incline. Muties will scamper down the slope. Go up the short
stairwell and into the short passage. When the gate closes, a horde of Mutants
will come screaming along the metal gratings from the far end. Put your back
against the wall and use the multiple targeting Advanced Wingsticks and Buckshot
to address the dozen Mutants that charge. A Bot can works magic in the narrow
corridor but using one isn’t necessary in the narrow passage.
You will soon enter a largely demolished waiting area. Move left along the
tracks and expect a Mutie to greet you and then three or four more in the narrow
trackway. Set the TNT charges, there are four charges to set, two on each side
of the turn. They aren’t on timers so there is no hurry. Loot the dead end track
way beyond. Go up the steps, loot the corpses and locate the detonator at the
back of the lounge.
After the explosion rocks the area, two giant Mutants will emerge one after the
other-the first to the left, the second from the right. Use Rockets to quickly
take them out because a horde of Mutants will then charge. An Advanced Sentry
Bot can greatly aid your cause at this point so deploy one if you have one.
Manage them with the shotgun if you don’t. There are about twenty to deal with.
Watch your back-a few may emerge from the subway car.
It is now time to get out. Follow the power cable through the cars, the breaker
room and to the exit beyond. Move through the debris into daylight and drive
back to Subway Town. Exit Saul’s garage, cross the tracks and go down the long
tunnel to report to Foreman Jones.
/ / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Start back to see Mayor Redstone. Stop near the stairwell. Friday, wearing a
gasmask-like contraption, will warn you about messing with her Gearhead buddies.
At the top of the stairwell Gabe will tell you about a local businessman named
Dietrich who has a job and he will make it worth your while.
Vincent chides you on your little victory over the Muties as you enter the
Mayor’s office-wonder why the Mayor didn’t send him for the lil’ ole Mutie job.
Redstone is only a little impressed with your exploit and needs another job done
against a tougher foe, the Gearheads. The Gearheads are just a bunch of
Wasteland Bandits but they control the electrical supply to the town. The
Gearheads have a Plutonium/Feltrite compound that Redstone needs to end the
town’s reliance on the Gearheads for power. It is locked up in an old bank vault
in the old city above. He gives you a key to the manager’s office to aid your
quest. Accept GEARHEAD VAULT from the cantankerous Redstone.
Exit the Mayor’s office and see Stew for his specials and then go to Jani’s
Supplies to re-stock. The Gearheads are higher tech than the other Bandits. They
wear stout body armor and deploy Sentry Bots. Take plenty of potent rounds like
Fat Mammas, Pulse Rounds, Pop Rockets, Dynamite Bolts, AV2X, HE Rockets, etc. in
order to survive the affair. Top off your Explosive Packs, Hardware Packet, etc
as well.
/ / / / / / / / / / / / / / / GEARHEAD VAULT \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: none.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /
The entrance to the Gearhead Vault is through the Management Office behind
Jani’s Supplies. Go behind the store, turn right at the “T” and the entry door
is marked with a blue and white “crescent” emblem. Enter and make your way
through the corridor and into The Gearhead Vault.
You will hear the gruff voices of the Gearheads as you advance. Raid the locked
room on the right using a Lock Grinder for access. Stand on the stairwell and
you will see the first of the Gearheads near the far wall. Make a headshot with
a Fat Mamma to put him down and take note of the hanging mines. Stay back on the
steps for now to avoid them because gunfire or incoming grenades can detonate
them. You don’t want to be in the blast zone. As warned, the Gearheads are tough
but also cautious. They will use cover and there is plenty in the cluttered
garage. They also like to throw grenades.
Target the Gearheads coming into your line of fire-Fat Mammas to the head are
one-shot kills. It will now take two sniper rounds to do the job-one to dislodge
the helmet and a second to kill. When the Sentry Bot shows atop the car, hit the
hanging mine to damage or destroy it and finish it, if necessary, with a sniper
or pistol round. When you have killed four or five, the remaining Gearheads will
retreat to the back area of the garage.
Move behind the vehicles and begin sniping Bandits as they appear to snipe at
you. Toss grenades at those cowering behind cover. Be prepared for another
Sentry Bot entering the action. If you are close use a Pulse Round or snipe it
with a couple of Fat Mammas from a distance. Work your way deeper into the
garage, sniping the remaining Gearheads from the clutter.
When the garage seems secured, start toward the incline and a heavily armored
minigun toting Elite Gearhead will come clomping down it. Back off and use
Dynamite Bolts, Fat Mammas or Rockets to take him down. It will take four
Dynamite Bolts to the body to take him down. You can also target his head with a
Fat Mamma to take off the helmet. Shoot his exposed head with three more to put
him down. If you prefer, four Rockets from your Launcher will also do the job.
Move up the incline to the next level and take the “Collector Card: Advanced
Sentry” from the white car as well as the other nearby loot. Move up the next
incline and a Gearhead will take the lift up, spotting you. A Gearhead wielding
a flaming club will then charge. The shotgun firing Pop Rockets is an effective
counter, but a pair of Wingsticks or a volley of Buckshot will also suffice.
Just ahead another Gearhead will need your attention near the flaming doorway.
Flames block the triple framed doorway, so you must find a way to shut them
down. Loot the room and enter the bar. Raid the place before using the ladder to
access the level above. You will be on a wide cluttered walkway and you won’t be
alone.
A Gearhead with a flaming Club will rush you. Use the shotgun or a pair of
Advanced Wingsticks on him. Start sniping from cover, clearing the area just
ahead. Dynamite Bolts or Fat Mammas to the head are one-shot kills. The Gearhead
Bandits will start a fighting retreat.
About ten Gearheads will defend the circular gallery. Start a counterclockwise
circuit. Most will fire at you from cover but at least one will charge with a
flaming club. Continue around the walkway, using the cover to systematically
eliminate the enemy.
When you get to another flaming barrier interact with the nearby valve to cut
off the fuel supply. Take the lift just beyond down a floor. A Gearhead will
loiter near a cash dispenser beyond the triple framed doorway. Take him out from
near the lift and the firefight will alert another Bandit in the adjacent room.
Shelter near the triple framed entryway and sniper the additional Gearheads that
will activate flame barriers and challenge you as you advance. They will also
snipe from cover and they will toss grenades. After a couple more kills the
survivors will retreat.
Move forward and snipe the remaining four or five Gearheads. Even before the
last goes down, another armored minigun toting Elite Gearhead will enter the
fray from the far end. Use Dynamite Bolts or your Rocket Launcher to put him
down. Make sure everyone is dead and then loot the area and the corpses. Don’t
forget the eight cash machines. There is a “Collector Card: Gearhead Shotgun” on
a planter in the side chamber back near your entry area.
The exit is on the far left side of the large area. When you enter the computer
rooms you will hear the heavy footfalls of a pair of minigun Gearheads and
flaming barriers will keep you in the cramped office area with them. Eliminate
the first with your Rocket Launcher-it is faster than the Crossbow-as quick as
possible. Move from office to office to avoid and then to kill the second one.
At times they will be close enough so a Rocket volley can damage both, but don’t
count on it. When both are down the flaming barriers will drop allowing you to
continue.
Before exiting the office complex, interact with the computer keyboards. There
is no interactive, but a mechanical “bonging” will sound from seven of the
computers.
As you approach the stairwell a Gearhead will kick a flaming barrel down the
steps and he will soon follow it. Step back and greet him with a Pop Rocket or
with Advanced Wingsticks. Go up the stairs and when you come to the sputtering
airplane, wait until the propeller stops and sprint past it and move into the
vault. Move past the incinerator, take the gold bars worth $100 from the safe
deposit box and then take the Broken Feltrite Power Cell from the sparking
device.
As you exit the vault an armored flame throwing Elite Gearhead will confront
you. His weapon doesn’t have a lot of range so knock him out with Dynamite
Bolts, Fat Mammas, Pop Rockets or with your Rocket launcher. Near the airplane
three Gearheads will challenge. The propeller will help you kill them. When the
propeller stops, hustle past. Just ahead the exit gate will slam, blocking you
in. On the other side of the plane a minigun Elite Gearhead will burst through a
wall. Take cover and allow him to be killed or damaged by the propeller. If he
survives or gets lucky and passes the blades, hit him with heavy munitions to
finish the job.
With the gate still in place, reverse course and exit via the rupture created by
the late minigun wielder. Move forward and as you descend the stairs two
Gearheads will enter the area below. One has a rocket launcher. Snipe them or
quickly dispose of them with Dynamite Bolts. Before descending the staircase,
jump over the low circular wall near the fallen statue and take the “Collector
Card: Gearhead Jet” from the chair. Go down the stairwell and continue around
the corridor on the left side of the chamber.
Shut off the fuel to the flaming barrier with the valve on the right. As you
move past the cash machines in the triple framed entry two Elite Gearheads with
flamethrowers will march in. Back off, wait until they are close together and
hit them with Rockets. The explosions can deal damage to both and their
flamethrowers don’t have much range.
Move back through the triple framed doorways and go down the incline into the
garage area. Drop down another level and reverse your inbound route to head back
to Subway Town. Before exiting, however, interact with the doorway on the left.
Jump the debris and enter the strange room to find the “Doom Marine Bobble
Head.”
Exit the Gearhead Vault, and use a Lock Grinder to raid the room as you exit
onto the concourse. The two Feltrite Crystals you find can be sold but the Night
Blossom in the sink is a needed ingredient for the Apophis Infusion that can
increase your maximum health.
Once again Mayor Redstone isn’t a happy man. The canister you acquired was empty
and he is worried that the Gearheads will blame him for the raid on their
territory-or maybe you have stolen it. He wants you to go to their power plant
and permanently redirect the electrical power leads into Subway Town. He also
wants you to decimate their ranks in the process to alleviate any possible
repercussions. He also advises you to replace your Cuprino with a tougher
vehicle. You will need to see Starky at the raceway to accomplish this. Accept
THE PRICE OF POWER and then go see Stew and then head for Jani’s to stock up.
/ / / / / / / / / / / / / THE PRICE OF POWER \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /
Once again you will be battling Gearheads so stock up on the possibles for
Dynamite Bolts, Pop Rockets, EMP grenades, Bot components etc. The enemy will
only get tougher so spend some cash on the fixins’ to manufacture the potent
ammo, and buy some Rockets to keep your Rocket Launcher relevant. If you have
the other ingredients for the Apophis Injection buy another Night Blossom to
complete the serum and inject it ASAP to extend your maximum health and sell all
your extras.
/ / / / / / / / / / / / / / / STARKY’S MONARCH \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Starky’s Monarch, a heavily armored vehicle.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
Go down stairs and see the cocky Starky. He says his Monarch is yours if you can
beat him-he’ll never learn. Accept his challenge, the mission STARKY’S MONARCH.
Beating him is easy if you don’t get hung up on the turns. Just boost ahead of
him, grab the boost canisters and the Monarch is yours.
After acquiring the Monarch, see Sparky at the nearby counter and if you have
enough Racing Certificates buy the Heavy Armor Upgrade for the Monarch and make
sure you have enough Shields, Rockets and Pulse rounds for the Monarch’s canon.
/ / / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Subway Town “Jobs Board.” This is a good time to check out the “Jobs
Board” and the heck with the demanding Redstone. There will be three jobs
offered during your operations in Subway Town. Each will become available after
you have visited the area involved. Since you have been to both the Blue Line
Station and the Gearhead Vault, both HELP WANTED and EVICTION NOTICE, taking you
back to those locations, are now available.
/ / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Get to the “Jobs Board” not far from Saul’s garage. The Shrouded Clan has
attacked the Blue Line Station, and a distress call has been sent. It was a
massacre and your services are needed to evict them. Select EVICTION NOTICE.
/ / / / / / / / / / / / / / EVICTION NOTICE \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Get to Saul’s for your new Monarch, now sporting a powerful Pulse Canon, and
drive a short distance from the town. Start down through the rubble and enter
the Blue Line Station. As before the Clan has been active. Loot their victims
and follow the cable into the waiting area. The Clan is still killing the locals
so keep your distance and start sniping the half dozen as they peek out of cover
in the large waiting area until the survivors retreat. Cross the tracks and the
two than retreated will obstruct your passage.
Just around the corner, the Bandits have placed an automated Turret on the metal
grating. Toss an EMP grenade near it to knock it out. Advance and make the turn
to the left toward the tracks. Three Bandits defend the narrow trackway. Watch
for grenades. One Bandit, on the far end, will target you with a ranged weapon.
Secure the passage and move up the incline. Kill the Bandit at the top and help
the town’s security guards secure the corridor leading into the open courtyard.
Advance and five or six Bandits will scramble, occupying the area near the
central clock. Release a Sentry Bot or take the time to snipe them from cover.
Raid the corpses and go up the short metal ramp. Another automated sentry turret
will fire on you from around the corner. Use an EMP grenade to knock it out.
Salvage the turret.
Move into the large restroom. Move through it and be prepared for five or six
Bandits in the low area. Don’t descend the stairwell. Snipe from the cover of
the corner. Locate and take out the Bandit manning the gun across the lobby at
the top of the stairs. Start sniping the Bandits as they look out from cover to
fire at you.
Exit via the short ramp into the subway car. Move through the computer room and
another automated turret will open fire as you start to exit. It is on the right
side of the doorway. Toss an EMP grenade from the shelter of the computer room.
As you enter that adjacent room another automated turret will open up from the
top of the stairwell. Sprint to find cover to the left of the stairwell and toss
another EMP grenade to knock it out.
Just beyond a pair of Clansman accompanied by a heavily armored Elite Bandit
will challenge. Take out the two sidekicks and take out the lumbering big guy
with the deadly minigun. If you can tag his head with a pair of Dynamite Bolts,
he will go down.
Continue around the corner toward the gleaming items and a Bandit will break
cover and jump over the rail. If you’re quick you can nail that first Bandit
with a Pop Rocket before he gets away. Two or three Bandits will then ambush you
from behind. Seek cover and snipe them before helping yourself to the lucrative
pick-ups.
Exit the dead-end corridor, turn right and a Bandit will accost you. About half
a dozen Bandits will be in the area below the stairwell. Start sniping and when
the area is cleared, descend and be careful as you move around the right corner.
Another pair of Bandits may have retreated to defend the hallway. Beyond another
will emerge from the subway car and need killing. Pass through the subway car
and follow the cable through the next car. Make your way up the stairs and
through the corridor to the exit. Get to your vehicle and drive to Subway Town.
See Stew for the specials and then visit Jani to re-supply. Stock up. You will
be taking on Authority Enforcers in your next venture so buy accordingly.
Return to the “Jobs Board.” Since your first venture decimated the Gearhead
Bandits in their vault stronghold, the Authority has decided to set up shop
there and they have installed Power Generators in preparation. If someone can
shut down their three mobile generators they might take a hint and move on.
Accept the job HELP WANTED.
/ / / / / / / / / / / / / / / HELP WANTED \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /
Once again enter the Gearhead Vault via the Management Office behind Jani’s
Supplies. Take plenty of potent munitions and/or Authority Machine Gun AV2X
armor piercing rounds and a few EMP grenades.
An Authority Drone spots you as you enter, placing the Enforcers are on alert.
Take cover and ambush the two Authority sentries that come to investigate. As
you make the turn to the left another Enforcer will guard the Power Generator
ahead. An automated turret will also be on guard. Take the two EMP grenades from
the crate and kill the Enforcer. Toss an EMP grenade near the turret, knocking
out both the turret and the Power Generator.
As you advance two Enforcers, one shielded, will come down the incline. Take
them out and move up the incline to the next level. Climb up the rubble ramp to
the next level. Take the EMP grenades on the table.
Authority chatter can be heard as you approach the triple framed doorway. A
shielded Enforcer will approach. Knock out the shield with an EMP grenade or
static fire and take him down. There are two more Enforcers in the area. Hunt
them down and use an EMP grenade on the second Power Generator, dropping the
energy barrier.
Move through the corridor and take on the three Enforcers. One will be sniping
from atop the stairwell in the distance. Continue up the staircase and move
around the passage and ambush the patrolling Enforcer.
Continue through the corridors and go down the stairs. Two Enforcers, one
shielded, guard the last Power Generator. When one says that he has heard
something, let him enter the doorway and tag him with a Dynamite Bolt. If you
have a Mind Control Bolt, you can hit him and walk him toward his shielded buddy
for a double kill. Either way, secure the area and de-energize the last Power
Generator. Take the EMP grenades from the side room.
With the mission completed, reverse course and backtrack to get back into Subway
Town. Re-supply at Jani’s for another tussle with the tough Gearheads at the
power plant. Take plenty of potent ammo.
/ / / / / / / / / / / / / / THE PRICE OF POWER \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / /
With THE PRICE OF POWER selected as your active mission, enter the Wasteland and
be prepared for Bandit vehicles as you make your way to the power plant. A $150
reward round for five Bandit vehicle kills will be in effect as well as Brick’s
bounty. There is an easy jump into an Authority Drone near the power plant. Just
boost off the loading ramp for the standard booty. Park near the entrance of the
power plant and take the “Collector Card: Monarch” from near the entrance. Enter
the Power Plant.
An unsuspecting Gearhead is sweeping the floor near the plant’s entrance.
Decapitate him with a Wingstick. Gearheads will still succumb to Wingsticks if
you aim for the head or the neck-otherwise it may take two.
Grab the items and move down the hallway. Use the control switch on the yellow
wall box to shut down the arcing device blocking the way. The guy on the PA
speculates that another guy from Redstone has invaded their domain.
When another energy field blocks the path, fire an Electro Bolt or Pulse Round
at the yellow switchbox on the handrail ahead to short it out. If you wait long
enough a Gearhead will shut it down as he comes for you. Continue along the
grating and go up the stairs for some items and then descend to the lower level.
Short out the field to the right with a static round and then ransack the
chamber.
Move up the stairwell into the offices. An Elite Gearhead with a minigun will
stomp forward. Use Dynamite Bolts or Rockets to quickly put him down. Another
Gearhead will then charge with a flaming club. Let him approach and then hit the
explosive tank on the right side of the passage or just meet him with a Pop
Rocket. His buddy will hang back with a ranged weapon and must be snipered.
Use a Lock Grinder on the locked storeroom for some useful items including two
Feltrite Crystals.
When you advance, a Gearhead from a distant catwalk will fire at you; and, if
you don’t kill him, he will drop down and advance with another Gearhead. A
Sentry Bot will fire from an overhead I-beam or will drop down and scurry toward
you. Kill the two Gearheads and then take the Bot out with a couple of Pulse
Rounds. Around the corner there is another overhead Sentry Bot. It is probably
easier to snipe the more distant Bot.
Move up the stairwell, going right to shelter behind the structure. There is a
pair Gearheads on the far side. Snipe them or target them with Dynamite Bolts.
Move around to the far end and shelter behind the metal plate on the railing.
Take down the Gearhead on the upper catwalk-above your former location-and when
the heavily armored Elite Gearhead with the minigun arrives on the lift, kill
him with Dynamite Bolts or your Rocket Launcher.
Continue around the walkway and shelter behind the rail’s plating as additional
hostiles appear ahead. Watch for a Sentry Bot scurrying toward you. Hit it with
a couple of Pulse rounds. Another pair of Gearheads will now block your way.
Snipe them-you can also throw the lever on the yellow junction box to administer
a static charge to anyone in its path. With all the hostiles down, move around
the walkway and go up the stairs.
Call the lift. This summons additional Gearheads from below. Step into the
protected alcove and equip your shotgun with Pop Rockets or Buckshot. Take out
any Gearheads that attack until the bell rings indicating that the lift is
arriving. Get on the lift and activate the controls.
You go up and up and up and when the elevator stops a Gearhead sneers that the
cables are being cut. The lift plunges and for a bit you are in darkness after
it hits. When the door squeaks partially open, crouch and move out.
Go up the stairwell for some minor loot. Move back down and as you advance
Gearheads will spot you. When they attack deploy an Advanced Sentry Bot. It
probably won’t last long but it will get their attention, allowing you to help
waste them. As you move forward a Gearhead with a flaming club will charge and
another will hang back with a ranged weapon. A Sentry Bot will challenge your
passage before you get to the stairs going down and another will climb the
stairs.
Move down the stairs and turn right, climb the wall ladder, go up the stairs and
gun down the lone Gearhead. Use Pulse Rounds or EMP grenades to turn the two
Sentry Bots to salvage as come at you along the grating. Continue along the
walkway and a pair of Gearheads will jump out. Target them through the clutter.
At the far side of the catwalks three more Gearheads will target you, ducking in
and out of cover. Stay in cover the snipe them.
Move ahead and use the service corridor to get to the far side. Loot the dead
and move down the stairs. When you reach an open area, Gearhead chatter will be
heard and spinning knives will begin cycling overhead to restrict your advance.
Locate the locked room ahead and when the knives move away, sprint to the locked
room. Use a Lock Grinder to enter the storeroom. A flame throwing Elite Gearhead
will brave the knives and will quickly come for you. Use your Rocket Launcher to
hammer him. The knives may help finish him off.
Snipe the two Gearheads on the opposite side of the chamber from the cover of
the storeroom door. When both hostiles are down, get behind the central I-beam,
let the blades pass and sprint to the other side of the chamber.
Move up the stairwells and kill the two Gearheads visible through the doorway-a
third will charge with a flaming club. As you continue forward six or eight
Gearheads on the far catwalk will scramble. Quickly move left on the grated
walkway, go up the stairwell, turn left and take shelter in the alcove. Use the
duct to further protect yourself when you are targeted. Begin sniping the
Gearheads across the way. Fat Mammas and Dynamite Bolts works well. When a
couple of them come around to visit, hit them with Pop Rockets for quick kills.
Eventually one may come calling with a flaming club so be prepared for him.
When they quit coming start around but expect another wave of three or four. If
you have a Sentry Bot deploy it and/or find cover to take them out from range.
When you start down the stairs a Gearhead will attack with a flaming club if the
Bot doesn’t get him and another will snipe from cover.
Go down the stairs and into the electrical switchgear room. Go down the stairs
for some Buckshot and a suitcase and continue through the storeroom, then the
large electrical switchgear room. Go up the stairs and look out into the large
turbine bay. Kill the first unsuspecting combatant and shelter behind the metal
plate on the handrail to avoid enemy fire as you continue to snipe.
A bad guy or two with a flaming club will come calling and you may have to move
away from a grenade if you let anyone get close, but keep sniping from the
safety of the metal plate. You may have to enter the turbine bay to lure an
Elite Gearhead with a flamethrower. Use Dynamite Bolts or the Rocket Launcher to
take him out as he slowly advances. Additional Gearheads will drift into the
fray.
When you have secured the area move into the turbine bay and take out another
small group of Gearheads sniping from the switchgear room ahead. Move through
the electrical switchgear room and go up the stairs. Use your Rocket Launcher to
kill the big guy and then interact with the switchboard on the far side of the
room to reroute the power.
As you exit the switchboard, take out the charging Gearhead and go up the stairs
and onto the depressed trackway. Kill the Gearhead that emerges from the side
passage and a friendly face will tell you to give the Gearheads a taste of their
own medicine. Jump onto the ledge and move around the metal landing until you
reach a control station with three switches.
The Gearheads will enter from your right and the friendly forces will fight them
from your left. When the bad guys advance hit the right switch to chop them to
pieces and activate the center switch if they get past the blades or come from
between the turbine and generator. If they get past both, hit the left switch to
electrocute anyone near the turbine. When the skirmish is completed a friendly
will appear behind you. Go past him and turn left into the doorway and go up two
stairwells. You will find the “Collector Card: Gearhead Boss” in an open file
cabinet. Go back down, turn left and renter the Wasteland.
/ / / / / / / / / / / / / / / COMET BLOOM \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $350 for delivery of the Comet Bloom flower to Norbu. The two extra
flowers can be sold for $65 each.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Select COMET BLOOM and board your vehicle. The Bandit patrols quickly swarm and
will ruthlessly target you but seven kills nets a $300 reward. They are getting
tougher and are more maneuverable than your Monarch, so don’t hunt them, let
them come to you. Use an Armor Restore if necessary to gain the big reward.
Start north for the Comet Bloom, hitting the highway and then the canyon. When
Mutants appear in the road near the waypoint run them down. Have your shotgun
equipped with Buckshot as you search the rocks for the Comet Bloom. Four Mutants
will attack as you search. You will find two more of the flowers in side grottos
across the dusty road from the first.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: If you return later some of the Comet Bloom flowers will have bloomed
again and can be picked and sold to Jani for $65 each.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Start back to Subway Town; and, when you return, Saul will inform you that the
Authority has agents in town but they don’t know who you are, so lay low.
As Saul directs, take the lift down to see Captain Marshall. Stop and talk to
Elizabeth. Each time you speak to her she has new information on the Mutants.
She gives you new insights into the Authorities experimentation on the Mutants.
It seems that they, not cosmic radiation, are responsible for the Mutants and
they are the ones who have allowed them to escape into the Wasteland to
reproduce and cause mayhem.
Continue to Captain Marshall. He wants you to see Lessard who has been
decrypting your ID drive. Lessard needs another drive to get the information he
needs because of damaged sectors on yours. An Ark was discovered in the Jackal
Valley and its crew was wiped out, but he believes the decrypter is still there
and probably intact. Accept Lessard’s mission, ARK EQUIPMENT and head
for the lift.
Return to the surface and check with Norbu to deliver the Comet Bloom. You will
find him just outside the Fez Bar. He rewards you with $350. Stop at the Fez Bar
and see Brick for any bounties you have coming. Talk to Rourke before exiting.
He says General Cross of the Authority is a liar and likely is responsible for
creating the Mutants. The Authority isn’t popular in Subway Town.
Authority Enforcers are now present in force. Even the Mayor’s Office is off
limits. Continue up to see Stew for his specials and then visit Jani for
supplies. Sell all your extras including Feltrite Crystals. You should have well
over $3,500. Saving for retirement isn’t your style, so stock up on munitions-
the Jackal Clan and their Wasteland cohorts are getting tougher and tougher. You
should have everything except sufficient Night Blossom to make another Apophis
Infusuion, buy it and inject it to extend your maximum health. Sell extra ammo
for weapons you aren’t using-it will allow you to pick-up more.
Earlier you were told that the local distiller, Dietrich had a job for you. You
will find him in his small cubicle behind Jani’s place. He has a problem. Every
time he turns on his equipment the Muties show up and put a wrench in the works.
You can get in through a cave leading into the back entrance of the distillery.
He will give you the mission, ABANDONED DISTILLERY.
/ / / / / / / / / / / / / / ABANDONED DISTILLERY \ \ \ \ \ \ \ \ \ \ \ \
Reward: Dietrich’s Regenerative Infusion recipe and its ingredients-one Bandage,
one vial of “Blueshine” and two Comet Bloom flowers.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /
With ABANDONED DISTILLERY your active mission, exit to the Wasteland. The cave
entrance Dietrich mentioned is only a short distance from Subway Town. Park and
enter the cave. The cave is tight but the is path linear and easy to follow. You
will find a “Collector Card: Portman” on a crate as you proceed. You will soon
come to the rear entry of the distillery.
Enter and the initial chambers are deserted and show signs of long-time
abandonment. When you reach a locked door, loot the room on the right. Among the
loot is a fully assembled Lock Grinder. Use it to unlock the door allowing you
to penetrate further into the facility. Raid the small storeroom on the right
for ammo and other items.
Move ahead and as you move down the ramp the first sign of life appears when a
fast moving Mutie drops through a boarded over conveyor floor hopper. There is
no other outlet so follow it into the hopper. Crouch as you go through the short
pipe.
Equip your shotgun with Buckshot as Muties squealing like a litter of piggies
comes to your ears. There is a Mutant just ahead. Use an Advanced Wingstick to
take him out and four more will follow him. Continue through the boiler room and
kill the two Mutants charging down the stairwell.
Go up and loot the circular chamber for sellable objects before moving up the
metal stairwell. Move through the electrical breaker rooms and when you come to
a control console, Wingstick the two sniveling and unsuspecting Mutants below.
Jump over the console onto the platform below. Go down the stairs and move over
the debris and then over the rail into the brewing area.
Four Mutants will charge into your Wingsticks. Turn right after the first
distiller toward the storage room. Two more Mutants will attack and as you
ransack the storage room, two more will come over the railing and charge.
Climb the ladder on the still. The squeal of a Mutant precedes his charge on the
walkway. Climb the next ladder and a Mutie will come over the railing and
another will charge over the makeshift board walkway. Another will toss
fireballs from a tall still. Shotgun the Mutants and pick off the fireballer
with a Wingstick.
Cross the planks and be prepared for a stream of four charging Muties as you
continue around on the precarious walkways. Move over the pipes and drop down to
the metal platform. Another mob of six Mutants will straggle in from the far end
of the walkway. Hold your ground and wipe them out. Move past the stills and
kill the Mutie coming from the chute and go into it. You find yourself in a
lower area of the distillery with cart tracks. Go to the far end and go up the
stairs.
There are two jugs on the table and nearby there is an ancient still and a
broken valve. Loot the objects on the desk and take the jugs. Insert the first
jug into the still and activate the valve on the left. When the machinery comes
to life a horde of Mutants will pour over the railing near the valve. Deploy a
Sentry Bot and stand back with your shotgun to address any escaping its fury.
When the rush is over, take the first jug and put in the second jug and then
activate the valve. If you replace the first jug as soon as it is finished the
Sentry Bot will still be active and kickin’ butt. Mop up with your shotgun and
grab the second jug.
You will hear the mechanical whir of machinery as a passage opens allowing four
Mutants to crawl under the gate and into the room. Shotgun them and move along
the newly opened well-lit corridor. When you get into the old silo, jump onto
the broken ladder, go up and take the exit. Jump on the junk, crouch and go
straight ahead to the exit. Make your way back through the cave, and take your
vehicle back to Subway Town.
Head up a floor from Saul’s to see Dietrich. He will give you the fixins’ and
the Schematic for Regenerative Infusion. This potion has the ability to increase
your health regeneration for 90 seconds. See what Stew is peddling and then go
see Jani. Peddle all your extras and stock up on whatever you need.
/ / / / / / / / / / / / / / BOUNTY HUNTER \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Two vials of Dietrich’s “Blueshine” worth $65 each.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
Go down a level and check out the “Jobs Board.” Now that you have been to the
distillery a new job is being offered BOUNTY HUNTER.
Someone is after Dietrich’s “Blueshine’ recipe and he needs them stopped before
his profits are ruined.
Drive into the Wasteland and park near the cave that leads to the distilleries
back entrance. Move through the cave and enter the distillery.
Your prior inbound route is now blocked, so go up the crude ramp, crouch and
move into the corridor beyond. Drop down into the old silo, move along the
corridor and Wingstick the two Mutants feeding on or near the “Blueshine” recipe
thief’s body. His empty jugs are on the floor. Take them and place one in the
still and activate it with the valve. The noise once again summons a mob of
Muties. Deploy a Sentry Bot and man your shotgun and Buckshot anything escaping
the guns and claws of the robot killer.
When the still opens take the jug of “Blueshine,” place the second and start the
still. Continue to let the Sentry Bot do its thing and shotgun any Mutants that
approach you. When the exit gate raises, reverse your inbound route to get back
to Subway Town.
You can now sell the two vials of “Blueshine” to Jani for $65 each or keep them
to concoct Dietrich’s Regenerative Infusion for a 90 second heath enhancement.
You will be traveling to Jackal Canyon and they are tough customers so carry
plenty of potent munitions. See Sparky to replenish your Shields, Armor Restore
and any other vehicle items you fancy. Jackal Canyon isn’t far from Subway Town
but Bandits patrol the way.
/ / / / / / / / / / / / / / / ARK EQUIPMENT \ \ \ \ \ \ \ \ \ \ \ \ \
No reward is given, but four Feltrite Crystal, ($100) two Night Blossoms and
other decent loot can be found. The Authority Augmenter Schematic can also be
found on Portman’s counter before departing the resistance headquarters.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Make your way to Saul’s and with ARK EQUIPMENT active head out into the
Wasteland along the minimap’s path. The route takes you near the blockaded
portal where at least one Comet Bloom has re-grown. Continue on the path and
park and make your way to the Jackal Canyon portal.
Enter the foreboding Jackal Canyon. Take the loot and the “Collector Card:
Jackal Crossbow” from the rock shelf on the left. Move through the narrow
crevice and decapitate the first Jackal with an Advanced Wingstick. At the fork
the left leg is gated so go right. When you reach the bridge move forward to
lure the two Jackals, back up and take them out. Move forward again and sprint
across the bridge and take shelter under the metal roof. Grab the items
including the “Collector Card: Jackal Club.”
Equip the Sniper Rifle or the Settler Pistol, shooting Fat Mammas, and wipe out
the six Jackals shooting fire arrows from the tall structure. When all of them
are down, activate the nearby lever to lift the gate on that left fork you
passed earlier. As you look back across the bridge a Jackal will fire at you
from a cave high on the wall to the left of the tanks. Be prepared for a
charging Jackal as you double back towards that gate you passed earlier.
Five tough Jackals will attack with melee tactics as you pass the opened gate.
Another will complicate the skirmish by firing fire arrows at you from the
distance. A Sentry Bot can help take them out and it will have their attention
while you help clear the threat. Either way, retreat out of the distant but
accurate arrow shooters range, which keeps the charging Jackals in front of you.
Snipe the arrow shooter and start that way once the hostiles are down.
Advance through the fissure and a Jackal will zip line in to attack you. You
will hear Jackals playing Tarzan ahead. Before you emerge into daylight
additional Jackals will fire at you and will begin to zipline to your side. Not
far ahead they will push two volatile barrels down the incline. Advance until
the three Jackals that come calling and shotgun them in the narrow passage. If
you retreat far enough and time it right you can get one or more in the
explosion if you target the barrels.
When you come to a platform, snipe the two distant Jackals shooting at you from
the platforms. Take the zipline across the chasm. A Jackal will target you from
below your previous position on the other side of the chasm. Use the walls of
the grotto as cover and take him out. Have your shotgun ready for another Jackal
ziplining in behind you.
Take the next zipline across to the exposed platform. Move forward and take
shelter behind the protruding rock column to stay out of the line of fire of the
Dynamite Bolts begin sent your way by a Jackal sniper near the cliff face. Use
Pop Rockets to eliminate the two Jackals charging at you along the walkway. When
the walkway is clear of hostiles, address the one firing the explosive charges
at you. Duck out and locate him on the platform near the cliff and hit him with
a Dynamite Bolt of your own for a one shot kill.
Move down the crude walkways and use Pop Rockets to quickly dispose of the four
charging Jackals who are also carrying ranged weapons. Duck into the disgusting
kitchen alcove for some supplies. Continue up the long metal staging and greet
the two charging Jackals with explosive rounds. Grab the Night Blossom from the
rock wall on the left. Step back onto the staging and snipe the arrow shooters
on the stacked shacks below, beyond the red banner. Continue forward up the
crude stairwell and throw the switch on the lift to start down.
Step off and use a Wingstick to decapitate the first Jackal. Kill the one on
your left and then another will charge from ahead. Take the loot in the shack on
the left. As you advance another Jackal making a Tarzan call will arrive on a
zipline as you near the shacks. Loot the two shacks.
As you start forward five or six Jackals will emerge from hatches. Back off and
hit the two propane tanks on the right to start the festivities. Deploy an
Advanced Sentry Bot. Stand off and use your shotgun to help the robot put down
the first wave. The Bot will likely be destroyed before three additional Jackals
will come from well ahead and some will have ranged weapons.
Once the area is secured move ahead and a couple more Jackals will appear before
you reach the shack at the turn. Just past the next shack two more will attack
along the long walkway. Go across the walkway and into the crevice.
When you get near the open area, stop and allow a pair of Jackals to attack in
the narrow passage before moving on. Go down the steep ramp and three Jackals
will begin shooting Dynamite Bolts at you from the platforms below. They can be
hard to hit as they tumble and roll so sniper them or use Dynamite Bolts to take
them out. Watch for one coming out of the side grotto and up the steep ramp.
Move down and take the ammo in the small grotto as a couple Jackals start firing
at you from below. Take shelter behind the metal plate to avoid their fire as
you take them out. Continue down the ramp and at the first turn two Jackals will
charge up the ramp. Another pair will fire from the platforms below. Take him
out and as you start down the ramps another hostile will enter the action,
charging up to meet you.
Another pair of Jackals will obstruct your progress as you start down the system
of precarious ramps and a lone Jackal will emerge from a crude bedroom at the
bottom of the canyon. Gun him down and loot the place and the nearby one before
moving deeper into their lair. A screaming Jackal will retreat ahead.
Continue and you are now near the Ark. When the gate closes behind you, several
Jackals will defend the Ark from the grotto below. Take shelter where the cliff
juts out and watch for a Jackal charging up the incline as you begin tossing a
grenade or two.
Move down and before you reach the Ark another Jackal will charge. Loot the
grotto and make sure you find the four Feltrite Crystals among the rocks-there
are two locations. Interact with the blue-screened wall device and grab the
drive when the cabinet opens. You can also listen to the late President Davis if
you activate the communication device on the floor. Start out of the Ark and
blast the Jackal that comes calling after he announces his entry with a Tarzan
call.
Move left onto the short stairs near the Ark and take the cycle-like trolley
through the fissure. Go across the bridge and through the passage to a short
drop off. Wait for the Jackal to show below and take him out. Jump down and
another will defend the exit portal. Look up and take the Night Blossom high on
the left wall near the exit. Exit to the Wastelands.
Follow the minimap path across the rickety bridge to your vehicle and fight your
way back to Subway Town. Take the lift down to see Lessard. He will analyze the
new data. It’s the key to everything. Every Ark position and their codes are
revealed and the new data will allow them to be released to help confront the
ruthless power brokers of the Authority. The final stage is near and the first
task will be knocking out the Authority Bridge to get access to the Eastern
Wastelands.
You must now talk to Portman the weapons guy. He needs you to blow the blockade
near the ravine to the north to allow access to the Authority Bridge. This will
then allow access to Capital Prime, the Authority’s hi-tech stronghold. Accept
ASSAULT THE AUTHORITY BRIDGE. He will give you explosive charges to blow the
blockade barring entry to the eastern Wastelands. Take the Authority Augmenter
Schematic from his counter if you didn’t take it earlier.
/ / / / / / / / / / / ASSAULT ON AUTHORITY BRIDGE \ \ \ \ \ \ \ \ \ \ \
Reward: No reward is given.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /
Time to see Brick for any bounties due and Jani for supplies. Authority troops
are quite apparent as you move along the concourse. You will now be fighting
Authority forces so make sure you have EMP grenades and static rounds for your
shotgun and/or your Desert Crossbow. Stock up on Rockets, Pulse rounds and
Shields for your vehicle as well. Carrying at least one Armor Restore is also
highly advised. It is near the endgame so there is no reason to horde all that
cash.
Get to Saul’s and start into the Wasteland. Follow the minimap’s path. When you
approach the barrier, run down the Mutants. Park near the barrier, place the
explosive charge and quickly enter your vehicle and back away. Expect numerous
Mutants to gather near the opened barrier. Killing them isn’t required so just
run down any Mutants as you drive through the breach. Drive the narrow canyon
and blast the Bandit vehicle you encounter.
As you approach the tower an Authority Predator will attack from behind with its
Pulse Canon. Quickly turn, get a lock and return fire with your own Pulse Canon.
Drive onto the lift and interact with the control station to get the lift moving
up.
When you arrive at the bridge deck, stay near the lift. You will immediately
encounter Authority forces. Begin by sniping the Enforcer across the bridge.
When the Authority ship drops additional Enforcers, employ EMP grenades to short
their shields and take them out before they can retreat to regenerate. Dynamite
Bolts are lethal once the shields go down.
Another Authority ship will drop three more troops. Use EMP grenades to knock
out the shields and kill them before they can regenerate. With the area secured,
set the charges on the two Power Generators. One on the end near the lift and
one near the center of the bridge. When the power goes out the barriers blocking
your vehicle will retract. Don’t linger on the bridge Authority vehicles will
soon come to investigate. Watch for them as you drive back to Subway Town to
report to Portman.
Take the lift to see Portman in the resistance headquarters below. Elizabeth
will have further information on the Authorities plan to weaponize the Mutants.
Marshall emphasizes the need to strike fast while you have the element of
surprise. Portman has liberated an Authority Pulse Canon from a deceased
Enforcer and gives it to you. Take the awesome weapon. It is a death spewing
mingun, which makes your looming assault on Capital Prime, the Authorities
stronghold, easier.
Lessard uploads the security codes to give you access to the Authority’s secure
areas. Talk to Captain Marshall to accept the final mission-ASSAULT CAPITAL
PRIME. He gives you a Code-Cypher giving you access to Capital Prime’s main
gate.
/ / / / / / / / / / / / / ASSAULT ON CAPITAL PRIME \ \ \ \ \ \ \ \ \ \ \
Upon completion of the prior mission you are given the Authority Pulse Canon and
200 Pulse rounds and 3 BFG rounds for it. The Authority Augmenter is also
available.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /
You will now need to go where nobody has gone and returned to tell about it. It
is unknown territory. You must penetrate the fortress and upload the data from
your ID drive to resurrect the remaining Arks. What this means isn’t clear. The
resulting conflict will likely be prolonged and difficult, because the strength
of the Authority and its Mutant monstrosities isn’t known; but the liberation of
the Arks is the Resistance’s and the planets remaining citizens best hope of
liberating themselves from the stifling dominion of the Authority.
As you go for the exit, Elizabeth reinforces Marshall’s assessment of the
unknowns of Capital Prime. No one knows what deviltry they have devised with
their experimentation on the Mutants.
The Authority Pulse Canon can be your primary weapon in the looming battle but
the Sentry Bot can also provide excellent service during the final phases of the
struggle. Spend enough cash to build at least four or five. Carry plenty of
Pulse Canon ammo for your Monarch and stock up on Shields and Armor Restore-the
passage will be challenged by tough Authority Predator vehicles. The Authority
Augmenter you got earlier from Portman can also give your weapons an extra kick
while the perk remains active. You start off with 200 rounds for your newly
acquired Pulse Canon. You will find ammo for it in the enemy stronghold but if
you have extra cash buy some. It isn’t cheap at $150 for 200 rounds but the end
is near, one way or another-splurge! Take plenty of Rockets for your Rocket
Launcher as well.
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Note: Having the Authority Pulse Canon makes the foray into Capital Prime
easier, but it isn’t necessary to exclusively employ it. The Enforcers will
still succumb to your other weapons as well. Dynamite Bolts, Mind Control Bolts,
Pulse rounds and Fat Mammas can also get the job done. During the 45 seconds
that the Authority Augmenter is active, your firepower is devastating to
anything in front of your gun’s muzzle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Exit Subway Town for Capital Prime. Address the Bandit vehicle and cross the
bridge you so recently made available. Begin addressing the Authority vehicles
as they challenge your passage. Engaging them all isn’t necessary or even
profitable at this point; your objective is entry into Capital Prime. The entry
is to the right of what looks like the main entrance. Interact with the control
station to enter Capital Prime.
Start forward into the service ducts with the Authority Pulse Canon equipped and
Pulse rounds loaded. Turn left at the “T” junction and follow the corridor. Jump
the obstacle and take the BFG rounds from the niche on the left. Continue ahead
and when the structure opens up, an Authority Drone spots you. Save your ammo
they can’t be hurt.
Continue into the structure to the sound of an alert being given. You will soon
encountering a couple of Authority Enforcers. The Authority Pulse Canon is
excellent against these armored troopers but Mind Control Bolts are more fun.
Hit the first Enforcer and walk him to his buddy for a dual kill. Dynamite Bolts
also work quite well. Loot the bodies, if anything remains, for additional ammo.
Push on and another Drone will spot you. A barrier will energize behind you and
three Authority Enforcers, one with a shield, will rush forward to engage you.
Take shelter behind the containers on the right side of the passage. You can
hammer the Enforcers with Pulse or AV2X rounds, dropping the shield of the other
Enforcer with an EMP grenade before taking him out. The better way to accomplish
the task is to hit the first Enforcer with a Mind Control Bolt and walk him into
his two comrades for a triple kill. Take the AV2X ammo clips from the container.
Just beyond a Drone will hover and then move off. Kill the nearby Enforcer and
three additional Enforcers, one sporting a shield, will attack from farther
ahead. Toss an EMP grenade and hammer them with Pulse rounds or kill them with
Dynamite Bolts. A heavily armored Elite Enforcer with a minigun will follow
them. The alternate fire mode of the Authority Pulse Canon is the BFG round.
This is an immensely powerful blast, but you must hold the fire button while it
charges and releases. Use it or equip the Rocket Launcher and blow him away. It
will require four Rockets.
After the big guy goes down, raid the aisle on the left for Pulse Canon and AV2X
rounds. Reverse course and continue deeper into the structure. Another patrol of
three, one shielded will next appear. Take them out and take the Pulse rounds or
use a Mind Control Bolt. Take the Pulse ammo from the crates at the turn.
The blue laser barrier isn’t an obstruction. Get on the platform and the tram
will take you deeper into the structure. Proceed and descend the ramp and move
cautiously forward. When a wave of Elite Mutant troopers appear ahead, back off
and deploy an Advanced Sentry Bot. Many of these Elite Mutant troopers have
energy weapons.
Provide support with your Pulse Canon so the dozen fiends don’t destroy your
fierce little robot or get to you. Salvage your Bot and move ahead. Take the BFG
and AV2X rounds and activate the control station. Go up the stairs and step onto
the platform near the glowing core.
The lift goes up. An energy barrier now blocks the path. As you step off the
platform a couple of Mutant troopers will assault you from near the barrier and
they have ranged energy weapons. Kill them and go down the ramp on the right,
grab the Pulse Canon rounds and interact with the green console to deactivate
the energy barrier.
Go up the ramp and start toward the portal. Use the Pulse Canon or Pop Rockets
to blast the Mutie that drops down near the portal and then the one charging
down the aisle ahead. A couple more Muties will attack from dead ahead and when
you bear left two Enforcers and then four Muties will defend the passage. Some
of the Muties will use energy weapons from range.
Follow the red path and a couple more Muties will need killing. Take the Pulse
Canon rounds and drop the energy barrier with the control station on the left.
Take the lift up.
As you move forward a pair of Muties will attack over the side rails. Go down
one of the ramps. This will trigger a wave of about ten Muties, coming from both
sides. Deploy a Bot to manage one direction and face the other. Activate the
console and go back up the ramp.
Move past the central column and a pair of Authority Enforcers will obstruct the
narrow passage. A pair of Muties will join them as an Elite Authority Enforcer
appears at the far end of the passage. Take them out quickly before the clomping
Elite Enforcer can get in tight. Retreat if necessary to survive the onslaught.
The best bet on the Elite Enforcer is a volley of Rockets to quickly dispose of
him. This is a good time to activate an Authority Augmenter for that 45 second
enhancement.
Take the BFG and AV2x rounds and address the four Muties that attack, two at a
time, near the junction. Turn left for the AV2X and Pulse rounds and then
continue on the red path. An Authority Enforcer ahead will try to retreat, but a
pair of Muties will not. Wipe them out and deal with the two Enforcers around
the turn if you didn’t get one of them earlier. Another heavily armored Elite
Enforcer with a Pulse Canon will then stalk you. Use BFG rounds, Dynamite Bolts
or your Rocket Launcher to quickly put the relentless enemy down quickly. Grab
the Pulse and AV2X ammo at the “T” and take the lift up.
Move toward the control panel and activate it. When the platform arrives and the
barrier drops, step onto it and insert the drive into the ID Terminal, uploading
the Ark coordinates.
You must now activate the Satellite Positioning Terminal. It is the green one on
the nearby walkway. Activate it and a wave of about a dozen Mutant troops will
attack. Some will stand off and use ranged weapons. Deploy a Sentry Bot and
provide support so they don’t quickly destroy it. Use the Pulse Canon to target
the ones using ranged weapons across the room. Might as well use your Authority
Augmenters during this final phase of the game.
When the rush is over, you must then activate the Coordinate Decryption
Terminal, which can be seen across the room. Activate it and another large wave
of Mutants will filter into the chamber. If the Sentry Bot is still active,
provide support, if not deploy another and activate another Authority Augmenter.
If you haven’t got another Bot, try to survive the onslaught with the Authority
Pulse Canon blazing. Many of these Muties will also be using ranged weapons.
Yet another task is required: you must activate the Data Transmission Terminal
on the Nexus Core. Move onto the central platform and interact with the control
station. The upload sequence is initiated. The transmission bursts from the
transmitter and is relayed to an orbiting satellite. All over the ravaged earth,
Arks are pinpointed and begin to burst from their long-time graves.
The Ark survivor has won a great battle for the Resistance, but the war isn’t
over. The iron grip of the Authority has loosened but they aren’t defeated; but
if the Ark personnel have survived cryogenesis and can be recruited into the
movement, the Resistance stands a good chance against the Authority and their
Mutant fiends. Perhaps “Rage 2” is in the works and will continue the saga-
hopefully that happens and soon. Good people are still dying out there on the
vast Wastelands of planet Earth.
GameFaqs: RAGE by SENIORBILL Page 1 of 69